Well, this is one that I just made for the new SeeD RP. I wanted to get away from the classic 'Hero' character, so this guy is definatly aimed at being either an anti hero or possibly even a Villain. (They're so much more fun to play Villains.)
At the very least, he is a scoundrel.
Name: Weston (Or Wes) Smith.
Description:
Hair: Brown and longish, cut very carefully to look cheap.
Eyes: Brown to yellow.
Height: 5'7, light build. 135 lbs.
Age: 19
Race: Human.
Distinguishing feautures. He has a scruffy goati which he keeps raged, and he always shaves just enough to make it look like he hasn't shaved in days. He has a gang tattoo on his right hand which he tends to hide with fingerless gloves and his right eye doesn't quite open all the way.
When fighting, you usually only see his back as he is a practiced coward, but he is trained in the use of pistols which he is quite good with, however, most of his skill with his guns is in his rapid draw and reaction time, not in his accuracy.
He uses two guns, a Five round .50 caliber converted Dincht model Gunblade revolver (With the Gunblade removed and the stock shortened for one handed use) and an old .38 caliber 6-shot revolver. He uses the .50 caliber revolver when shooting anything so big he couldn't miss it as it has far to much kick to be accurate and besides, being off a gunblade, it's not rifled, and he uses the .38 for precise work.
Weston Smith’s Biography.
Effectively Orphaned at three years old due to having defective parents, he was adopted by the Galbadian Social services. Growing up in Old Deling City, (Which was left ravaged by the Sorceress war. When Squall and party beat the Sorceress Ultimecia, Galbadia was split by a civil war. Deling City had been the last stand of the Galbadian forces still loyal to the Sorceress.) Wes was educated in violence and petty theaft. He was small and weak, but he was smart, and so he would be the little kid in the gang who always came up with the brilliant ideas, ideas like, ‘Hey, see that guy selling hotdogs? You guys go up and do a dine and dash and the rest of us will make off with his cart. Then we can be well fed when we go vandalise old man what’s his face’s place.’
Wes addapted quickly to a life of crime, which was rampant in Old Deling City. He knew he could never be physically strong, so he honed his mind instead. He taught himself basic math out of a discarded text book and practiced adding small sums with receipts, calculating the taxes and totals in his head. This easilly transfered into his skills with cards. He learned to be quick with his hands and to spot tells and became a master of the Triple Triad.
It was in his capacity as a Card Sharp that he finally got into serious trouble. At seventeen, he was recruited to be the distraction by a gang who wanted to pull a bank job. The idea was that Wes would set himself up right outside the bank and get attract a huge crowd so that when the vault was blown from behind the bank, there would be a huge panicky crowd there when the security arrived and the gang could make off with the money through the sewers.
The whole thing was a ****up however and the gang was caught, one of them was even shot dead. In return for leniency, the gang ratted on him before he could make good his escape from Deling and he was arrested at the train station with an awful lot of stollen property, watches and jewlery and the like.
Seeing as he was not a violent offender and because he was still a minor, the Judge gave him a choice. He could go to Galbadia Garden and train to become a soldier in the Galbadian army, or he could spend the next four years in prison.
At Galbadia Garden, he excelled with the pistol, but he was careful to hide that fact, not wanting to appear to be good at anything. He would make sure to take careful aim with each shot and make sure it always hit nicely outside the bull’s eye. He didn’t even need to pretend to be bad with any other weapon because he was. Swords were too heavy, and besides, what good is a sword when you’ve just been shot in the head from fifty paces? He spat when ever he even thought about using a gunblade. That was a knight’s weapon. Knights were idiots.
The only two knights that they talked about in Garden were Squall Leonheart and Seifer, and they had both been idiots. The only reason Squall was praised was because, in the end, it had all worked out, but his motivation was stupid, and pourly thought out. He’d fought his little war with the Sorceress for what? Because of some girl. Millions of people dead and for what? One girl? Well, that was Seifer’s story too except he’d been on the Galbadian side of it, and of course, he’d lost.
Garden instructors liked to use those two as examples of good people who can make good choices, or bad ones, but Wes thought that they were both stupid people making stupid choices.
After a year at Galbadia Garden, Wes had pretty much adapted to his surroundings, cheating students and the occasional professor at cards, although, they all played so badly he barely had to cheat. He made a steady influx of cash by converting his extra cards with Guardian Forces, which he would always have to steal. He made sure not to pass his exam but not to fail badly enough to get kicked out either, but wether he was at Garden or in jail, he was still a prisoner.
Finally, his chance to escape came in the form of a student exchange with Balmb Garden. Security at Balmb was notoriously lax and from Balmb it would be a quick boat ride to Dollet, and freedom.
______________________________________
If you have enjoyed this post, or posts like it, please do not hesitate to click on This Link and take a look at my Story. The link is to a page that's already on this forum.
Ser Wayne Gelderan, Inquisitor of the Avatar’s Divine Justice and Right Hand of Her Holiness the Princess Athena.
Appearance:
Wayne stands Six Feet and Six inches tall, he has short, dark hair that he keeps parted on the right side and slicked back. His features are sharpe and angular and while he is the veteran of many battles, he has just one scar to show for them. A huge discoloured burn mark right arcoss his face from where he was struck by a youth named Seth Harbinger. He is built strong but not bulky, weighing 185 lbs.
He normally wears a red tunic, loose fitting pants and a prominent green sash of the inquisition crosswise over his chest. When he leads the Avatar’s Flying Dragon Lancers in battle, he wears an open faced lancer helm with a high crest and the thin red scale mail of the army.
Wayne is never seen in public without a retinue of scribes who dictate everything that happens around him. The scribes of the inquisition are feared by the illiterate masses of Dea Terra Sonium (Lit: Godess Dream World) and even more by the litterate. Wayne is a master of Extortion and Blackmail.
Combat:
In battle, Wayne is feared for his prowess with his enormous battle axe. It weighs over fifty pounds of tempered steel which he wields with the accuracy and finess of a rapier, due to the power granted him by the Dreaming Godess. Wayne employs his aura magic to change the physics of his axe, or to toughen his body or any number of things.
His aura magic is that of Water, Technollogy and Oblivion. Water gives him limited control of water that is in contact with his body. Using water magic, he can strengthen himself, toughen his body to absorb impact or yield to a blade and then form around it again (Only to a point of course, this makes him resistant to attack, not immune).
Technollogy gives him control over made things, armor, weapons, tools of any kind, again, only those within his aura field, so he can make armor lighter, weapons heavier, he can change attributes at will, though he can’t change one without changing another in the opposite way. He can move weight, not get rid of it. For this, he carries several techno-stones which are imbued with proporties that he desires, sharpness, toughness, pliability, and so forth, as well as negative attributes which he can use against his opponents like magnetism and brittleness.
Finally, his power of oblivion lets him see the negative thoughts in people’s mind, and gives him the ability to bring them to the surface. He can terrify weak minded people with a look and even in the strongest mind, any lingering guilt can be amplified into gibbering terror. Failures can come back ten fold, placing doubt into the minds of hardened warriors, and of course, a vision of bleak finality is always terrifying.
Specialty attacks: Wayne uses lots of specialty attacks in duels or battles which generally aim to weaken the opponent into submission, enough for him to waltz in and finish him off. He can throw his Axe a very long way, and then use his Magnet technostone to recall it. This attack does very little damage, as to throw the axe any distance he has to lighten it greatly, but he uses the attack to transfer technollogy attributes from his opponent’s weapons to his own. Each thrown attack is vampiric, absorbing the strength, toughness and durability of whatever technollogy it collides with. (This attack is not effective against magically forged equipment, only equipment created with tools.)
Frostbite: Wayne uses the power of water to chill the blood of his opponent. This can’t actually kill the opponent and has no effect on thier power or toughness, but it does slow them significantly. To use this attack, he must be in physical contact with them.
Sinkhole: Wayne creates an area of ground around his opponent (Or opponents) that quickly becomes muddy and then impassable as water seeps up through the ground.
Gyser attack: Wayne can stir the ground water beneath him and for a gyser to errupt beneath him, simultaneously reducing his own weight into the ground and thus propelling him high into the air. (Like the lancer’s Jump attack) Typically, he won’t do this unless to withdrawl, or, he will combine it with his frostbite or sinkhole, so that his opponent can’t run from him.
Defensive Moves: Strengthen, toughen and absorption of energy can all be transfered to his weapon, or sapped from his opponents as he parries. His clothing can become like iron on command and his body can be turned to yeilding putty by his water magic. His magic is non verbal and doesn’t relly on memorisation, it is innate sorcery type magic.
Grudge: Conjures a dark cloud which will become a rendition of a persons greatest regrets, fears and guilts. Has different effects on different people. Fighters and thieves and heros are affected the most by this, wereas self serving mean minded people are virtually unaffected. In order for it to work, the person viewing the grudge must have negative feelings in themselves. Wayne of course is Immune to the grudge. He has true faith in himself, and he regrets nothing.
Fear of Futility: A secondary effect of Wayne’s oblivion magic aplifies the doubt that exsists in every mind that what if everything a whole life ammounts to is about a hundred and twenty pounds of water, thrity pounds of carbon and a whole lot of nothing in between. It amplifies the knowledge that there is no point in doing anything because in ten billion years time, who will remember anyway and it causes a soul crushing sense of futility and terror to whoever observes the grudge. The only defense to this demoralizing effect is either the knowledge that one’s actions matter, or the knowledge that everything is futile, but that it doesn’t matter.
Technocratic Transferance: When fighting in urban areas, paved streets buildings, anything made by human hands, all of the attributes described can be transfered directly through the surroundings, or into the surroundings, Example: Wayne can cause a person’s boots to become super heavy because they are both standing on the same slab of concreete, or he could cause a building to collapse by weakening the wooden supports and adding weight to the masonry above, all by touching the wall.
As a side note, his technocratic abilities only work on the world of Terra Solium where Technollogy is a type of element, like fire, magic, wind, earth etc. but anywhere else, he would still be able to use his water and oblivion magics, however they would be weaker because he was out of his normal environment.
Alright, I said I wasn’t going to use my Chaos Lt character but I lied, so here is his normal body form. I wouldn’t actually want to fight anyone with this guy because he’d be a little to unstoppable. All the same, for your reading pleasure.
Appearance: Seth has grown in his time on Dea Sonium from a scrawny youth into a toned and ferocious man. His brownish/Redish Hair which is wild at the best of times is now sunbleached and dreadlocked sporting Orcish trophy beads by the hundreds. His face is scarred from the skirmishes he’s engaged in with the most prominent being the three huge scars which run diagonally down his face from where he was struck by an Orc’s spiked claw.
Clothing: Seth wears cut off shorts and a kilt made of bearhide as well as his gloves and old boots which miraculously escape destruction after every battle. He also wears spiked armor plates over his left shoulder and his right arm has a scale-plated armguard. The armor he wears was created by the artisans of the world of Machina Oceanus, the world of Technollogy, and it cannot be broken by man made weapons. Although there are plenty of plances his armor does not cover, Seth is adept at using the armor he has to parry blows rather that his weapons. This means he can move seemingly wrecklessly in a melee and strike often, but take very few blows in return.
Weaponry: As described in his title, he is a weapon’s master, and sports a wide array which can be used in many combinations to achieve different goals.
Silverback: This heavy broadsword has been with Seth the longest. Gifted to him by a dying Captain McCadmus, it was the first of Seth’s weapons to draw Orc blood and has not been the last. The blade is only three and a half feet long and single sided, but it is broad the full length and is highly effective for cutting through heavy armor. Seth is strong enough to wield it one handed, but he can double the weapon’s power by using both hands, as it is exceptionally well weighted. Seth keeps Silverback on a sheath at his waist for easy access and it remains his favorite weapon and his first choice in any battle.
Gut Render: Gut Render is an Orcish Axe/Sword of heinous design. The curved blade is serated to cause maximum suffering and ripping from even the lightest of hits. It is called an axe/sword because it is heavilly weighted at the tip and is useless for stabbing, but is weilded like a sword, as it is a full metal design and works well enough for parrying. The hilt is spiked for punching out of a lockup and it has a huge bladed notch for catching and breaking shafted weapons or thin blades. Seth took this Sword from the corpse of an Orc Captain he killed on the side of black fang peak.
Fist of the East: This is a Scimitar that Seth picked up when he sailed across the Stormwind channel to the eastern continent on Dea Solium. On his journey, his ship was attacked by pirates and Seth’s wild magic nearly burned both ships. The captain of the Pirate vessel surrendered his sword to Seth in exchange for mercy from Seth’s wicked magic. Seth took the sword and killed the man where he stood. It is a sentient blade, and malignatly evil and it bares a grudge on humanity. It is extreemly sharp and delights in rending limbs. Once Seth draws the weapon, he cannot release it as long as enemies are around without cutting off his own hand. (Something he was once forced to do.)
Sinistar: Like the fist of the east, Sinistar is a scimitar and has become sentient over time. The obsidian star set in the pomel has absorbed the souls of many that have weilded it and fallen, and it is now able to transfer thier skill to whoever weilds it. It can be used in consort with any other weapon without actually requiring any training in dual weapon fighting. Seth uses the Fist of the East and Sinistar in conjunction and becomes a wild windmill of death. Often complettely blacking out for the duration of a battle, loosing himself complettely to the Berzerker rage that gives him his strength. As an additional side effect, the Sinistar increases the amplitude of Seth’s wild magic, making his attacks fiercer and the withdrawls heavier as well.
Gemini Defenders: Guardian and Protector, two short swords which Seth keeps straped to his thighs. Guardian protects the weilder from arrow attacks while Protector defends against Magical attacks. When weilded together, they provide excellent protection from all forms of attack, however, they are ineffective weapons for assault as they have a short reach and are very light wieght and will not breach armor. Seth pulled this pair of swords from the Heart Tree of Aequitas.
Last stand: This is a long bladed knife which absorbes the pain of the wielder and amplifies it. The more hits Seth takes, the more damage will be caused by the Last Stand and when Seth is nearly dead, the blade glows a fierce crimson hue and will slay pratically anything that it touches. When Seth is unhurt, it’s just a knife and it does nothing special.
Retribution: This is another dagger which will lash out of it’s own accord when the wielder is struck. It is not a powerful weapon, but Seth is a tough opponent and many attempts to out manuver him with fast attacks have been thwarted by the retribution’s sting.
Sandstorm Throwing Knives: These six knives which Seth aquired on the world of Ignis Indominus have rubies set in the hilt and have absorbed the fires of thier native land which they carry wherever they go. With the aid of the belt they are kept in which guides thier flight, Seth can hurl these knives with deadly accuracy and the blades of the knives will burst into flames once they leave his hand and will not extinguish for some time afterwards.
All in all, Seth looks like more weapon than man when he starts a fight, but he will quickly discard one set of weapons in exchange for another if something isn’t working for him. He will avoid the use of the Fist of the East and Sinistar if he is travelling with a group, but has no compunctions about unleashing thier power if cornered.
Combat Drugs: Seth will employ any number of these drugs in battle, despite the many and conflicting side effects which can complettely cripple him after a short burst of energy.
Dragon’s Blood: A drop of Dragon’s blood in an open wound and the area will grow tough scales and muscle, giving Seth increased strength and toughness on the effected limb. Doing this leaves him scared every time he does it and the effect is addictive, but gradually subsides after about an hour.
Ochu Sap: Like drinking ten thousand redbulls at once, this potent sap is an instant energy refresher, but, like redbull, it tastes like **** and causes Seth to wretch violently shortly after drinking it.
Gryphon Tears: The tears of a Gryphon, when used as eye drops allow Seth to have brilliantly telescopic vision, increasing his accuracy with his Sandstorm Daggers even more and tripling his ability to strike critical locations. Once the effect wears off after a minute or so, he is blinded for a day however.
Berzerkers Brew: This mix of chemicals will send Seth into a blind fury. He will loose all mental control and awareness and simply begin to destroy everything indiscriminantly, with no thought to allies, enemies or to himself. If he runs out of things to destroy before the rage wears of, he will turn on himself.
Pyromancy: Seth is a pyromancer, and he can direct his aura energies into immolating things that he touches. He has about a seventy five percent success rate with burning things, and about the same control as to the intensity of the burn. The angrier and the more injured he gets, the hotter his fire will burn. He can cause this effect on his weapons, on his environment and on himself, and although he is natrually resistant to fire, he is not immune and like a pheonix, if he burns to hot and can incinerate himself. The hottest fire Seth can produce is Voidfire, which reacts with light rather than air and so the flames appear black from the light being destroyed by the heat.
Wild Magic Surge
Seth has a Chaotic Aura which tends to flare unexpectedly when he is angered and with unpredictable effect, except that it usually involves fire. These effects can varry from instantly cauterizing wounds he has taken, a very painful effect which often renders him unconcious, a firebreath attack, fireballs, and the like, but his wild magic can also cause complettely ludicrous things to happen. Things like a sudden rain of fish, or the random snapping of a drive belt that suddenly causes an car to break down for no reason. One in a million chance things happen quite frequently as a result of Seth’s wild magic, infact, the more improbable something is, the more likely it will happen to Seth during a chaotic flare. Seth has no control over when a chaotic flare will occur and it is unrelated to his pyromancy abilities.
Biography:
Ha, if you want that, you can take a read of my Story, Tthe Six which will explain this. If you don’t want a Bio... Why did you read this far in the first place?