Name: Pandora Raines (real name Rena)
Age: Appears to be in the early 20s
Occupation: Wanderer, occasionally target of misinformed and misunderstanding lynch mobs.
Alignment: Neutral, with slight good and lawful tendencies.
Homeland: Forgotten in the true style of the classic amnesiac. She hopes to find it one of these days.
Description of character and such
Personality: Pandora's not a genuinely sociable type, but is at least civil when spoken to or approached in such a manner. She occasionally helps those in need, but doesn't go out of her way to do so. She tends slightly towards the law subsect, despite being the target of law enforcement and bounty hunters on more than one occassion. While she's not easily provoked, she won't hesitate to put down troublesome individuals. Her only fear is that of what her right eye could possibly mean about her lost memory...
Bio: Pandora's a bit of an amnesiac. She remembers basically nothing of her past, and wanders about, hoping to uncover at least something that will help her remember. Most of what is generally known about her is mostly rumor, but what is for certain is that she is a natural with the two very large-caliber revolvers she carries with her.
Appearance: She's about 5'3 in height with fur about this color. Her left eye is a normal greenish color, sort of like this, but her right eye is the exact photonegative (that is to say, red-on-black as opposed to green-on-white) of the left eye, and as such, she tends to keep it hidden. Rather attractive, but that eye tends to be off-putting for most. Although it is hidden in the shadow of her cloak most of the time, the eye tends to be seen anyway.
Picture: I plan on drawing a picture for her sometime in the near future. Currently unavailable at the moment, though.
Typical clothing: Sturdy dark leather boots, slacks made of the same material, a dark red shirt, and a reversible cloak. One side is black, and the other is white. She usually has the black side out and the hood of the cloak positioned so as to cover the right side of her face.
Voice: Slightly deep and serious-sounding. Typical accent of one with such qualities. (I'm not sure about the specific accent, unfortunately...)
Strength: 6/10. She has slightly above-average strength, but is not exceptionally strong. Her arms and wrists are at least strong enough for them not to break because of repeated exposure to the recoil of her revolvers.
Stamina: 8/10. It's enough to outlast pretty much anyone who would want to chase her down, and she can take quite a few hits before slowing or going down. She has normal resistance to most poisons and diseases. It takes her a bit less time than average to recover from damage and such.
Agility: 9/10. She's very much capable of some acrobatic, high-flying gunnery, and has no problems going across rooftops, doing cartwheels and dodge rolls to move out of harm's way, and recovering from decent blows. That is to say, she's not impossible to hit, but she can recover quickly.
Intelligence: 5/10. She's capable of learning from mistakes and knows how to fight, but is of average intelligence, and not too terribly concerned with learning much outside of new ways to survive.
Charisma: 5/10. She's not the most sociable person, as described above, but she's not a total gruff. She gets on well enough with anyone who either doesn't know about the eye or can see past the fact that she has a stereotypical evil-looking eye.
Wisdom: 8/10. She can adapt well to most situations (as needed for a wanderer) and has the perceptiveness expected of a dog. She often listens to what's going on around her, and, aside from an above-average sense of smell, her right eye is able to see things her left eye cannot, as explained in the abilities piece.
Special: Recently, Pandora discovered that she could channel solar energy into her guns and focus it into the form of a laser beam. However, she is not at the point where she can actually store this energy for later use, and so is limited to using it in full sunlight. She has a similar ability that can only be used from the shadows, and tends to slow targets. Also, if, for whatever reason, she doesn't have access to ammunition for her guns, she can use some of her own energy to fire bullets. This has a draining effect, though, and she can't keep it up for long.
Abilities: Her right eye, in addition to seeing things normally as the left eye does, can also perceive the aura of a person or object and that person's general intentions. The eye also allows her to react almost immediately to a given situation, but is limited by her ability to process information.
Rapid Fire--Pandora empties the chambers of both guns at the target, and at an incredibly fast pace, too. Nothing special about the attack other than it's a rapid ROF.
Laser Fire--The solar-charged lasers as described above. It's focused enough to be able to pierce most materials, but is affected by the reflectiveness of whatever it strikes.
Dark Blast--The shadow-charged shot as described above. It's a bit more powerful than a standard shot, and can only be used in relatively dark areas, but it only works on things that are in the light.
Shadow and Silverlight--Her two revolvers. Shadow has a stock made of obsidian, and is in a holster on her right side, while Silverlight has a pearl stock and is holstered on her left. Shadow is the source of the dark shot, while Silverlight is the source of the focused solar laser.
Currently, her only friend is a young fire penguin by the name of Penn. (Not originally my character.) She met Penn in an inn, after Penn had kicked the innkeeper in the face. Any other family or loved ones are currently unknown.
The only enemies she knows are law-enforcement she's run afoul of and bounty hunters after the large reward for her capture or death. Also lynch mobs who think that the best way to get rid of a demon/devil (of which it is not known if Pandora is one/influenced by one or not) is by stringing the subject up/stabbing with pitchforks and other sharp objects/just general murder.
Misc: (will be filled in as time goes on)
Name: Adrian Bairnes
Occupation: Questing martial artist
Alignment: Mostly neutral
Homeland: Meldor, a colony known for its superb fighters
Personality: Adrian tends to be fairly outgoing, especially when it comes to learning about other fighting styles. He doesn't care for braggarts and egotists, though, and will often put them in their place without thinking it through. (To clarify, he doesn't mind talking to people, especially if presented an opportunity to learn about a new method or style so as to improve himself, but if the other person or somebody in the vicinity starts talking about how they're the best or whatever, they're liable to find themselves on the floor.)
Bio: Adrian is a member of a school of fighters known as the Concrete Roses, renowned in Meldor for producing a fair number of skilled unarmed fighters. Members of the school are trained in fighting methods that put them on par with those armed with weapons (even guns), and it is said that some even have ranged attacks of their own. Being one of the top percentile of fighters there, Adrian was sent out to explore other places and learn more than just what he could at the school.
Appearance: Stands about 6' in height, well-muscled, dark-blue fur with silver highlights. Has brown eyes and a nick in his left ear.
Picture: I'll get around to it eventually.
Typical clothing: He wears a black outfit with a light gray outline of a rose stitched into the back. The flower portion of the rose is filled in with a darker gray. A smaller version of the rose is in the upper left of the jacket portion. Footwear consists of white, unmarked sneakers.
Voice: Deep, serious. Has a bit of a French accent.
Strength: 9/10. The guy can break reinforced concrete if he wanted to.
Stamina: 10/10. He can take a beating and barely lose stride.
Agility: 7/10. He's quick on his feet, but certainly not the fastest.
Intelligence: 6/10. He's more than capable of learning (which is the whole point of his quest in the first place). Alas, outside of combat-related things and basic outside skills, eh.
Charisma: 7/10. He's fairly outgoing and doesn't hesitate to talk to people if he needs to. He tends to shift between quiet and talkative, but tends more towards the latter.
Wisdom: 8/10. Adrian was taught to always pay attention to his surroundings and make use of them, and he does so effectively.
Abilities: Being trained in unarmed combat, Adrian specializes in close-range fighting, but can also channel his energy into beams for distance fighting, if the need arises.
Machinegun Fist--A volley of rapid punches. Not much else to it.
Energy Palm--The aforementioned beam attack. He fires a concentrated beam of energy at the target. It's a short, wide, bluish beam of energy.
Break Down--A shoulder ram that ignites those it hits on fire. Adrian learned it from a summoner with red hair and a sword.
One-Two-Three--Adrian sweep-kicks the target, nails them with a left-handed uppercut on the way down, and then blasts them away with a right straight. Provided it hits in the first place.
Red-Hot Kick--A dive kick used from the air. Adrian learned this from a short guy in a red jumpsuit and a pink scarf.
Uniform--A two-part uniform consisting of loose pants and a jacket. Comfortable, yet practical.
Sneakers--White sneakers, suitable for fancy footwork.
The Concrete Roses: The school of fighters he grew up and trained with. They're the closest to family he's had since his parents disappeared suddenly when he was seven.
The Orange Cobras: A rival school of the Concrete Roses, and perhaps the one most on par with them. Students of both schools often engage in "friendly" competition with each other, but often try to keep such competition out of way of others.
Lexis Collier: An overly antagonistic member of the Cobras, moreso than any other member of the group. He goes out of his way to cause trouble with them with his group of flunkies, but it's known that he is quite skilled. He's pestered Adrian on more than one occasion, but the two have only ever fought once.
Name: Tamarin Fletcher
Age: Appears to be in early 20s, actually 243
Species: Fox/Human (prefers human form)
Occupation: Telekinetic/weaponsmith (specializes in most kinds of swords)
Alignment: Mostly neutral, with small bits of chaos and good thrown in
Homeland: Now Bermuda, used to live in northern Japan
Personality: She's of the talkative sort, and quite fearless. She's also prone to using sarcasm and making off-the-wall, seemingly out-of-context references. Nice enough once you get past that. Also somewhat playful from time to time.
Bio: Born to a small family of medical practictioners, Tamarin quickly realized that it wasn't for her, though she did learn a fair bit of medicine in the form of a type of telekinetic therapy and healing. Despite her parents' objections, she left at 16 to learn how to forge and create weapons. She likes to maintain her human appearance, which, coupled with her long lifespan, results in her not staying in one place for an extended period of time so as to not arouse suspicion. Not that she really cares if anyone finds out she's a fox, but she doesn't want to deal with the hassle of those wishing to exploit her abilities, parade her around in a carnival, or the like. She just likes to be a traveling weaponsmith and leave it at that, though she doesn't mind demonstrating her telekinetic abilities.
Appearance: In human form, Tamarin stands about 5'1" tall with deep red-orange eyes (emphasis on the red), rather pale skin, and fairly light lavender hair (with tinges of silver mixed in) that reaches down to where her shoulders meet her neck. In fox form, she has fur the same color as her hair, her muzzle is small, and her ears are slightly larger than medium-sized. Her tail is also fairly long and bushy.
Typical clothing: Tamarin prefers to wear sandals, jeans of any sort, a sharp sleeveless leather vest, a flat black shirt, and scarves. Her favorite is a thin orange scarf made of cotton and patterned with navy-blue triangles. On her right arm is a bracer whose color changes depending on her current mood. (White indicates a neutral mood, yellow indicates measures of joy, blue depression, red irritated edging on angry, and black...black isn't good times. Collapsing structures in a 500-foot radius is not good times. Combinations and graduations are possible, as emotions are rarely pure.)
Voice: Pitch range of alto with slight Japanese accent.
Strength: 5.5/10. Being a weaponsmith, one has to be fairly strong to hammer on things consistently. She's slightly above-average strength, but uses telekinesis as an aid in that endeavor. Doesn't change between forms.
Stamina: 6.5/10. Good enough to get by (especially when working on a new weapon of any kind). Also, while she can take a fair few hits, she prefers not to deal with that, and thus tends to employ barriers made of psychic energy. Also doesn't change between forms.
Agility: As human, 6/10. As fox, 9.5/10. In human state, she's sort-of quick on her feet and is capable of slightly-above-average feats of dexterity. As a fox, she becomes almost three times as fast and is extremely acrobatic as such.
Intelligence: 9/10, both forms. Living for nearly 250 years sorta lets you learn a lot of things, you know?
Charisma: 9/10. Extremely good at talking to people of all kinds. For the most part, anyway.
Wisdom: 10/10. The explanation here kinda goes hand-in-hand with intelligence, though they're not exactly the same thing. Just ask a wizard and a cleric and compare.
Perception: As human, 7/10. Fox, 9/10. She has average eyesight in both forms, but, even as a human, she has keen hearing and a sensitive nose. While they're not so great as to be beyond the human norm, they increase in fox form, with all the advantages and disadvantages of having heightened senses.
Special: Well, she's quite gifted in the use of telekinesis, able to manipulate an object weighing up to a half-ton with as much ease as an average person lugging around a loaded rucksack. She's also able to create shields of psychic energy and is able to teleport by means of stepping through shadows.
Abilities: As was mentioned, she's gifted in telekinetics as well as being able to form shields out of psychic energy and teleporting through shadows. Animate objects and creatures tend to disrupt the concentration required to telekinese them enough to where she rarely uses it to actively throw an opponent about, though if pressed or angered enough, she will. The barriers she can create form a five-foot arc ten feet away from her that covers a plane of her choosing. She can shift the barrier's position at will, even if it's not attached to anything, but the ten feet between her and the shield isn't protected, and anything getting inside that isn't subject to the shield. Also, while it can take a beating, subsequent strong hits and/or a very powerful blow will shatter it.
"Shadowstepping", as she refers to her teleporation through shadows, is limited in that while any shadow can be used, both the shadow she steps into and the shadow she comes out from has to be large enough for her to fit into (dimensions don't matter, as long as it's wide enough for her to crawl out of), and her destination also has to be one she knows (she at least has to have seen the shadow and judge that it would indeed be a viable exit point).
Also, she loves to bite if someone gets in close and is made of flesh. She often forgets to mask her teeth in human form, and those things are sharp. Not abnormally sharp, mind, but sharp enough that a bite'll hurt.
She doesn't really name her special attacks or anything, but they include:
--manipulating her half-sword, made out of a shiny black type of adamantium, to slash and stab at long-range, though she's proficient with its use in close combat
--small, controlled explosions of telekinetic energy (much like the structure-collapsing rage mentioned above, but nowhere near as destructive, and definitely controlled)
--manipulation of loose objects in the environment (includes liquids, though weight limitations apply)
--plus more that I'll come up with as I go on
Sable Mirror: Her favored weapon, a half-sword made out of adamantium. The entirety of the sword is a shiny black, much like that of obsidian. The hilt is inlaid with a small number of rubies and sapphires.
That's about it, really.
Most of her friends and family tend to stay hidden from the world, and she's not necessarily on good terms with her parents for choosing a line of work other than medicine (though she has some degree of skill in this field, she practices it more on herself and those she engages with in battle, provided they've earned her respect and haven't irritated her too much).
No enemies to speak of. May think of some later, but many, many things of bwargh.
Misc: She loves scarves and headbands of all sorts. Giving her one is likely to land you in that group of people she'd look out for, as long as you're not bribing her with it, your standing with her is generally good/neutral, and you don't ask anything of her that she wouldn't do normally.
Name: Cheryl Starr
Species: Cat (more specifically, Siamese)
Occupation: High-ranked vigilante unit operative
Alignment: Some form of good-ish alignment, one may believe
Homeland: Melirin, capital city of planet Boreal
Personality: She's sociable enough and tends to treat others with respect, as long as they're the same in return. If she witnesses someone committing what could be considered a crime of some sort (like stealing, harming someone without an apparent reason, et cetera et cetera), she tends to be openly hostile towards them, but doesn't go out of her way to cause them harm if doing so would cause others undue harm. When she's on an assignment of some sort, either self-imposed or given by her superiors, she tends to be extremely focused on the task, and she doesn't take well to being interrupted or someone willfully getting in her way.
Bio: Cheryl was born and raised in that big ol' capital city I mentioned (by the way, it's a port city, as in it's got beachfront property and everything) to a mid-middle-class family. (You know, like, two parents and an older brother who more or less looked out for her. Stuff like that.) Life was rather pleasant (at least devoid of any problems outside of the standard fare of familial stuff) until her fifteenth year of life, when their, uh, living structure was, uh, burned down in a seemingly random act of arson. Because, you know, tragedy has to intrude on one's life sometime. 'Course, her parents met with the unfortunate end of burning and suffocating in said house, and her brother went missing. (So she went to live at a friend's place. She came to find out later that apparently Daddy owed one of the more prominent crime lords a substantial amount of money, and apparently they thought that burning the place down and killing him would get them their money. Which it didn't.) From that point, she vowed to pursue the path of law enforcement, but...well, kinda failed on that point. So, she decided to become a vigilante. Fortunately (conveniently, one might say), she was approached by a member of a rather large and well-funded group of them at the age of 19, and then things happened. A few years later, she got her Megaman armor stuff. And then more stuff happened. She is at the Colloseum in pursuit of her doppelganger, which came into existence with that armor. She really doesn't like that thing. (I think that's enough for now it's so friggin' long ugh)
Appearance: A lightly-built pale green Siamese, about 5'7" in height, with amber eyes.
Typical clothing: An extremely dark-blue full-body suit made out of tightly-meshed synthetic fiber when out of combat, or a power-suit highly reminscient of the classic Mega Man, except in hues of red, when in combat.
Voice: Fairly deep, sounds slightly Arabic, tends to roll r's.
Your generic combatical statistics stuff (Note: All numbers are base-value. Situational modifiers may apply.)
Strength: 5/10. She's strong enough for most things that she contends with.
Stamina: 7.5/10. Her job requires a certain degree of stamina. She's gotta be able to keep up with things during on-foot chases, you know? Plus, it doesn't help to get tired-out in the middle of a fight.
Agility: 7/10. She's got fairly good reflexes, though not the best in the world. It also helps with wall-jumping/wall-hopping. Especially when only one wall is involved.
Intelligence: 6/10. She's smart enough to know the inner workings of her job (such as when confrontation is a bad idea), but she's not the smartest of her group. She's more in the role of task-manager when put in a multi-person squad assignment.
Charisma: 5/10. She's sociable enough, but prefers not to deal with people if she can help it. Rather bad at starting conversations.
Wisdom: 6.25/10. She has enough sense to know when to back off or when things are going bad, but, if involved in an assignment related to a particularly tough person or group of people, she tends to not give up so easily. And that's almost gotten her killed on more than one occasion.
Perception: 8/10. Her senses of hearing and smell are fairly sensitive, and, much like a standard cat, has the ability to see in the dark (through some process I've forgotten the workings to, but are real-world things, I'll try to edit this sometime). Her job requires a certain degree of paying attention, after all.
Special: Though she used to have access to essentially all the abilities of both Megaman and X, barring screen-clearing and time-stopping abilities, Cheryl has found that instead, she now has access to a chip-based system, ala Battle Network. Currently has mostly basic chips, with a few advanced ones. (When they are used, their effects and relative degree of power will be noted.)
Abilities: When wearing her version of the Megaman suit, not only does she have access to the various chips she has, as noted above, but she also possesses the ability to hop her way up solid vertical surfaces, provided they're thick enough to enable such movement and sturdy enough to support repeated jumps. Also, the armor provides a large degree of pain resistance, as will be described in the Equipment section.
She can also interact with most electronic equipment by transmitting an electrically-based version of herself into it and shifting her conscious mind into it. Doing so, however, renders her physical body completely vulnerable, as shifting control to the little electrical her causes her physical form to basically become limp and sorta stuck to the device in question. If the device is destroyed, or if the power source is cut off or removed, she is forced back into her body and is essentially rendered unconscious, much like after a blow to the head or any equivalent thereof.
Special Attacks: They're mostly chip-related, but Cheryl can use the buster-equivalent on her right arm to either fire quick, weak shots or charged-up shots. Charging a shot makes it more powerful, but at the cost of delaying the shot. She can let go of the charge early if she's attacked, but this usually results in a standard weak shot if caught off-guard. Charging a shot doesn't necessarily root her to the spot, though, as she can move around with the charge. Being hit dissipates the charge without effect.
Bodysuit--Her regular suit, designed to provide maximum maneuverability and comfort when wearing the armor. A small zipper is located down the front to help with getting it off when necessary.
Red Armor--The armor mentioned above, made of interlocking plates of a strange alloy of titanium and some other metal. (May be edited later.) Cheryl came into contact with the armor a few years ago in a freak occurrence of a rather small space-time rift thing. The bodysuit she typically wears is her link between her and the armor. The link is such that she can typically don the armor at will, though sometimes damage to the suit will cause the armor to malfunction and/or not come into existence properly. While she relies on the suit for most of her combat capabilities, she's not entirely harmless when deprived of it. She's just at a disadvantage. The armor protects much of her body by doing what armor does: absorbing blows. It is linked to her nervous system, and, while it is strong enough to withstand a great deal of force, enough little attacks at the same spot or several strong attacks will cause her to feel pain as though she had been hit there normally, as the armor is pretty much a part of her.
Friends and such:
Rufus--Rufus is a small little floating sphere of a robot, about six inches in diameter, with a very large transparent red eye doing what eyes do. He also has an assortment of probes and tools ready to use, and he's typically in charge of repairing damage to Cheryl's armor. He can communicate with others as well, and his voice is rather high-pitched and chirpy, peppered with boops and bleeps. Since Cheryl has a hard time communicating while inside electronics, he is also the conduit of communication between her and the outside world. Unfortunately, being so small, he's also rather fragile. Basically kinda like a small bundle of glass.
(--others may be added later)
Doppleganger--A strange being that came into existence along with the armor. Its true form and purpose are unknown, but what is known is that it can essentially copy any other sentient being's form and general abilities. While it is extremely difficult to tell apart from others by sight alone, it can be uncovered by smell, as it has a peculiar odor unique to itself, and it also tends to be extremely quiet and not speak at all, which could also reveal its presence. It seems to enjoy pestering Cheryl a lot, though, and can often be found mimicking her.
--And basically anyone who proves to be a troublemaker. Basically.
Name: Sharon. Just Sharon.
Gender: Why, I would hope female, unless Sharon suddenly became a unisexual name.
Age: Um...Let's say early 30s.
Species: She's a wolf.
Occupation: Freelancer, technically, but layabout for months.
Alignment: One would believe good to some degree, but neutral overall.
Homeland: Dunno, but may or may not have had giant robots involved.
Personality: She's very much a ditz. Fairly sociable most days, not so much on some days. Really, who she's sociable with depends on how she perceives the person, how the person treats her, and other such factors. And if she doesn't like you, you'll know.
Bio: The entirety of her growing-up years is shrouded in mystery (that is, I totally haven't come up with anything for that yet, though it's rumored she's a princess of a kingdom wit giant robots from someplace), but, as far as anyone can tell, her career started when she became a servant of a mysterious (possibly) entity usually referred to as "The Bird". She gained most of her powers while in his employ, which lasted for a good while until the boss was evicted, which mean no more job. After that, she hasn't had much to do, mostly goofing off and chasing after librarians and other guys with really long and pretty hair.
Appearance: Black humanoid wolf, 'bout 5'2" in height, lightly built. Green eyes, sky-blue crest between her ears.
Typical clothing: Generally any sort of casual wear, usually jeans and a t-shirt of some sort. And also short boots.
Voice: How one would probably expect a ditz to sound. Maybe a bit deeper, but not too much.
--Wahoo combat stats and stuffs--
Strength: 10/10. She doesn't look it, but she's strong. Really strong. Shoving over trees, breaking giant rocks with her fists, etc., etc. Caused more property damage than perhaps she'd like to admit.
Endurance: 10/10. She can take as much punishment as you're willing to give, and usually give it back to you in return. Once had an arm ripped off while extremely aggravated and didn't notice, probably mostly due to focusing on removing the aggravation (who had effected the arm removal).
Agility: 4.5/10. She's not necessarily quick on her feet or anything, but she tries.
Intelligence: 5/10. She's smarter than she tends to come off as, but not THAT smart.
Charisma: 5/10. Doesn't actively try to make friends (for the most part). It's generally a toss-up on whether she likes you or not. If she does, hey, great. If not, she's quite blunt more often than not.
Wisdom: 4/10. Tends to be quite absent-minded and has a somewhat random memory span. This is the cause of a certain person's ire towards her, and she hasn't tried to make up for it at all (probably because it'd just get stolen).
Perception: 5.5/10. She has trouble noticing things, but isn't too bad at it. Then again, most of the time she doesn't really care.
Bioelectricity--An incident involving a computer cable resulted in Sharon gaining the ability to generate electricity naturally. She usually releases it through her hands in the form of bolts. They're not majorly powerful, but still powerful enough to cause some damage.
Weapon proficiencies--Sharon is generally comfortable with any sort of weapon she can pick up, though she's not an expert with the vast majority of them. Her strategy tends to amount to trying to hit the target.
--Has the ability to conjure weapons of any sort and transform them in-battle to suit her needs. They typically have the mass of an average specimen of that weapon.
--Has the capability to use ice magic, albeit on a relatively basic level.
--Can manipulate gravity within a 40-ft-radius bubble, though its effectiveness is limited by her lack of understanding how gravity works outside of making things fall down. Perhaps if she tightened her grasp on the concept of gravity and learned how it really worked...
--Note: In relation to mental attacks and the like, Sharon is a rather fragile being, such that sufficient mental trauma will cause her to go berserk, making her extremely dangerous to basically everything within reach. Not an ability, per se, but still noteworthy.
Equipment: Whatever she decides she wants to use, basically.
((Other stuff'll be edited in later, losing focus))
((Too lazy to edit rest of stuff in))
Name: Marian Gauvreau
Gender: She's a chick.
Age: One of them that looks pretty young, but is older than she looks. Really 82, but looks 20-ish.
Species: Half-human, half-Ninetales. Basically. That's the idea, anyway.
Occupation: ...Well, not much one can do living in a cave away from the whole of society, huh?
Alignment: What's an alignment?
Homeland: Better yet, what's a homeland?
Personality: Mostly reserved. Generally hasn't had much interaction with a lot of people since she moved out. Or rather, forced out.
Bio: Not really much there. Father was a miller, mother was a fox. And people generally don't like talking animals that breathe fire, unless, they, like, get to know them and aren't opinionated gits. It's kinda weird how that works, but whatever. So basically she's spent most of her life in a cave in the middle of the woods (the cave's furnished with furniture and fabric and stuff, and even has a closet for some reason) and mostly associates with travelling merchants and random people that get lost and stumble upon the cave. Because that's how that works.
Appearance: Aside from the nine tails and the fox ears on her head, pretty human-looking. Fairly light complexion, red eyes, and such. 5'7", with the ears adding another couple inches.
Typical clothing: Something resembling a navy blue one-piece swimsuit with white extensions that cover her upper legs. Kinda revealing. Not that it matters too much with as little interaction with people as she has had.
Voice: Hm...Bah, can't describe it. Can't explain things too well.
Strength: Generally about average for her size. Granted, she's gotta be strong enough to handle moving her prey about by herself so she can cook them effectively, but still, not overly strong.
Endurance: She's no Olympic runner or anything, but she can usually handle herself pretty well. Sometimes catching her prey requires a bit of running, and she can handle that. As for actual injuries, she has about average scores there. Usually doesn't have to deal with those situations, as most people stay away from her place because it's supposedly haunted. For whatever reason.
Agility: Pretty fast on her feet and generally pretty good about getting out of the way of things. Again, not that she's had to worry about that too much, but there are such things as accidents.
Intelligence: Pretty high, at least high enough to qualify as a member of her mother's species. Those things are pretty intelligent, yo.
Charisma: Bit lower than average, considering the lack of interaction. Though she's a lot friendlier if whoever she's talking with doesn't really care that she's got multiple tails and pointy ears.
Wisdom: Sorta ties in with the intelligence bit.
Perception: Hears things rather well, smells things better than the average human but not quite like an animal, sees things...well, she sees things.
Firebreathing: Most of the things she can do is inherent from her non-human lineage. Firebreathing...Well, it's kinda obvious what that is.
Hypnosis: Generally, if she can make eye contact (and chooses to use it), she can put sentient creatures to sleep, or at least dull their senses by a fair bit. But there's the thing of someone with a great deal of willpower resisting it. That, and she has to get pretty close in order to be able to try it. (Mind-control would possibly be here too, but for the purposes of RPing, assume it's out of her reach. That is to say, not present.)
Illusion stuff: She can create illusions almost on a whim and needs some bit of concentration to work on, but she can interact normally with anyone as long as she's not under attack. (Usually adds things that aren't there or hides things that are, which, if interacted with, will usually give them away. That is to say, touching something and having your hand go through it or running into/feeling something that isn't there, yeah, that sorta thing.)
Fire resistance: While she doesn't have full-blown immunity to fire, Marian has enough resistance to it that it doesn't bother her too much. Granted, extremely hot things and/or rather prolonged exposure to fire'd be detrimental to her health, but still.
((Some other things I'll probably come up with as time rolls on))
Weapon proficiencies: She's got this staff that's separated into three equal segments with a chain in the middle of it, which extends its reach by quite a bit and also lets it work somewhat like a flail. But it still works like a staff. Heck, she can even ignite it for short periods of time (maybe one or two seconds, tops) and cause extra damage that way. Which means that the staff is not made out of wood. Or rather, it's made of a special kind of wood that resists heat. Go ironwood.
((Blah blah de blah other backstory stuff not present))
_________________Laughter is the best medicine, until you get sick. Then medicine is the best medicine.RP characters, mon.
Last edited by Doctor Egghead on January 14th, 2013, 1:24 am, edited 8 times in total.