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"By any means necessary"
Name(s): Zancrow McWeberMacJensen
Nickname(s): Zancrow X
Age: 21
Sex: Male
Birthday: January 5th, X760
Sexuality: Asexual | Heterosexual (if plot demands it)
Class: Cleric
Alignment: Chaotic Neutral
Rank: D
Guild: Rune Knights
Guild Tattoo: Right hand's palm
Face Claim: Han Shinwoo | Noblesse
II. APPEARANCE
Height: 6'7"
Weight: 220 lbs
Hair: Vermilion Red
Eyes: Sapphire Blue
General Appearance: Zancrow is a well-groomed teenager of a quite strongly formed lean-built physique. His hair was once a sheen jet black that was known by those close to him to be silky soft and velvet-like to the touch. However, after awakening his magic Zancrow's hair became a powerful vermilion red. His skin is a rich fair complexion, and doesn't draw much attention to him as he might think on off days. Normal days Zancrow finds himself wearing slim black jeans along with black shin-high leather biker boots, charcoal gray t-shirt with a long-sleeved button shirt (top button usually undone, with the sleeves rolled up to his elbows). Whenever in cold environments, Zancrow usually has on black snowboarding goggles, a dark gray Eskimo coat with charcoal black fur trimmings, black cargo pants and a good set of clothing over his torso, with black gloves over his hands
Extra: There's a band-aid on the bridge of his nose. Why it's there is up to anyone's guess
III. PERSONALITY
Personality: Zancrow embodies the true aspects of ice in a personified manner: cold, indiscriminate and dangerous. There are few persons whom the young man holds a purposeful bias towards to; because of his strange and unique background he has grown a near-perfect apathetic personality that can only be rivaled by those who have undergone similar or exact past circumstances that have made them so. He is a serious individual who is quite cautious and contemplative although he has shown a more sweet and generous side to those that know Zancrow long enough to have invaded the defensive shell he’s placed over his true personality. Zancrow loves his friends and other familiars (which in itself is a small number). He really cares for those that need it, and it’s not the same as pity; there are some people Zancrow believes that need respect and attention to make their day, and since he never had such a luxury growing up he feels obligated to give the gift of undivided attention to whomever he sees fit.
There is a dark side to his personality, and such a side harbors all of the pent up hatred and cruel misanthropic tendencies that his early years have brought onto him. Only under extreme emotional distress and mental weakness can this rather malicious and fiendish take over Zancrow’s psyche. He has taken great lengths to deter and keep this side of his personality at bay by practicing meditative sequences and finding mental clarity. It is a constant struggle, and seems to run in his family
Likes:
- Ice | Zancrow has been immersed within his feeling of Ice since he was a small child, almost an infant. The cold has been a strange comfort to him while it has been a curse for everyone else; when he has felt empowered and alive within the vicinity of the cold others have succumbed and died to the element that he has held dear to his heart so much
- The Others | The Others are a long lost religious cult of Ice gods that Zancrow has taken up in revering and keeping sacred to his heart and frozen soul. He believes They gave him his magic, and gives them their solemn and quiet respect on a weekly basis
- Repose and Composure | Zancrow respects quietness and contempt, respecting those who know to keep their cool and calmness even in times of distress and panic. Chaos does not scare him, as he sees it as natural human instinct, but he believes that humans should at least attempt to keep composure
Dislikes:
- Smart-asses | Zancrow does not exactly hate those who use their tongues like well-honed swords, but when in excess it simply comes off as being rude, and Zancrow's tolerance for rudeness is a nonexistent thing
- Loss of Self-Restraint | It is an unspoken doctrine of Zancrow to keep his cool always, and he believes that other should do the same. Seeing others lose their cool destroys Zancrow a little bit inside, almost infuriated, but his facial expression will never tell
- Cruelty without Reason | As he was the subject to cruelty and malice as a child, Zancrow himself hates this concept of human behavior and shuns it like the plague
- Depreciation of Others | Zancrow wants people to appreciate who they are and be proud of what they can be. Because he is recently beginning to acknowledge this about himself, he feels the need to let others know when they are feeling “down in the dumps”
Motivations:
- Discovering the Universal Unknowns | The very spiritual aspects of life attract Zancrow's attention to a mystifying degree. He can spend hours upon hours on hypothetical assumptions and theories on life and the aspects of existence because he believes the secrets are somewhere in the world. Call him a crazy prophet of sorts, but he likes to be in tune with the natural aspects of living and in nature itself
- Surviving | To Zancrow, his own personal well-being comes first before all else. Although it may seem to be an obvious goal for every other sentient being, the essence of life is precious to Zancrow
Fears:
- Losing Family | Although not necessarily a fear, Zancrow knows that his mind will take the moral event horizon should a family member of extreme importance passes on, either through murder or natural causes. Crossing the moral event horizon means transitioning permanently into another phase of mood and actions, and since he thinks highly of his family losing them would most likely cause this internal effect
- The Vast Ocean | Zancrow can shower; he can go to the beach and play in the water for a bit when he feels like it. Zancrow can swim. However, if he looks at the ocean for too long he loses it. It's an irrational fear his mind conceived when he was a little child, and he hasn't kicked those thoughts since
Positive Traits:
- Acrobatic (+3) | You have excellent body awareness and coordination.
Explanation: Character can perform flashy moves such as back flips, cartwheels and various other moves when dodging an attack. - Swift (+3) | You are fleet of foot. When running, you move three times your normal speed.
Explanation: You have a passive C Rank speed buff at all times. - Fortitude (+3) | You are tougher than normal. You can take more hits than the regular Joe.
Explanation: Passive C Rank endurance buff.
Negative Traits:
- Harbinger of Ill Omen (-1) | You seem to be cursed to forever bump into a specific person, time and time again. Each time you do, something bad happens not long afterward. This person in no way does this purposefully, it just happens with alarming frequency.
Explanation: You will have character assigned to you by roleplay department of staff who will enter you threads randomly from time to time. When this happens, staff will change the conditions of your thread against you. Such as heavy storm, avalanches or beasts catching onto your smell.
Derangement/Insanity (-3) | The character suffers from schizophrenia, a mental disorder often characterized by abnormal social behavior and failure to recognize what is real. Common symptoms include false beliefs, unclear or confused thinking, auditory hallucinations, reduced social engagement and emotional expression. Explanation: Character has a tendency to snap at people for no reason. They seem to have an almost-permanent emotional state of apathy- Fanaticism: The Others (-1) | This can be a substantial disadvantage for a character, though it requires significant roleplaying commitment on the part of the player. The fanaticism can be dedication to a particular cult, religion, or god, or it can be more worldly-based, in the sense of overwhelming loyalty to a state, a military presence, or to a particular leader. Whatever their sources, the different types of fanaticism have several things in common. If a certain code of behavior is called for by the belief, then the character must conform to that behavior even if it conflicts with the immediate goals of the character and his companions. While fanaticism is not necessarily evil, it may certainly become tiresome to those who do not share the fanatics beliefs..The Others are fabled ice gods from long ago, and Zancrow credits them for letting him find the magic he currently uses.
Explanation: You must always strongly act out to your beliefs even if it goes against your immediate goals or it brings the lives of people you care about in danger. - Righteous (-1) | The end justifies the means. You are willing to perform morally repugnant actions in order to achieve noble goals. Unfortunately, this can alienate those people who might support your cause if you didn't use such heavy-handed methods.
Explanation: Your beliefs guide you so strongly that you are willing to kill an entire village that's harboring a thief, if it kills the thief too. - Mute (-3) | Your vocal apparatus does not function, and you cannot speak at all. You can communicate only through other means--typically writing or signing. This is due to a birth defect, and therefore cannot be healed by any means.
Explanation: You will never be unable to speak. Frankenstein cannot fix this.
IV. MAGIC
Magic: The Giant (騎士 (ザ・巨人, Za Kyojin)
Caster or Holder: Caster
Description: Strange myths from a far away, frozen land foretold of a Magic that enabled its user to gain the armor sets of the Kings in the North, the seemingly fabled Jötunn. Zancrow has achieved the advancement of his bloodline necessary to utilize this magic, and he uses it to an eldritch effect of degree. A large portion of the armors and weapons and artifacts in the Jotun arsenal are resized items that the original frost giants equipped in ages long gone, although another portion of this arsenal are uniquely forged items that Zancrow was able to forge with ancient frost runes, giving them a new age face on the ancient singularity of this magic. The storage location of the Arsenal is kept hidden deep within a heavily guarded keep manned by frost giants and other creatures too foreboding and frightful to mention
Zancrow has an access to a vast assortment of pre-modern weaponry, ranging from plated armors to blades to crossbow and arrows to even shields. There are strange and somewhat legendary weapons of elemental might that the Jotun King’s Arsenal possesses, such items as the Hrunting blade of Ice, the Sharur hammer of darkness and the Caliburn axe of light. There are armors as well that are as important to the lore of Jotun as the other legendary weapons are such as the Frost Titan Plating and the Scourge Champion. There are other various items such as shields and weapons of lesser direct action purpose such as spears, crossbows and ordinary bows. There are a few traditional Jotun attire that is stored here, which do not have any combative benefits but are used for leisure or means of representation
Strengths: The Giant (騎士 (ザ・巨人, Za Kyojin) is a Caster Magic and a type of Requip. This Magic allows the user to store weapons and armors in pocket dimensions and summon them during battle. This gives the user a high level of offense, defense, flexibility and variety in combat, regarding the type of the armor and/or weapon they Requip. This type of Requip also gives the user the ability to use, and gain resistance to, natural elements through the use of certain armors. However, the size of the summoned items tend to be more larger than most weapons and armors normally summoned by other practitioners of Requip. However, Zancrow is not physically impeded by the unnatural sizes of such weaponry and armor, and can move around freely and with the same skill as if he hadn't summoned large armor and used ordinary sized weaponry instead
Weaknesses: Lacks any significant range of it’s own due to the fact that it’s only based on what the owner of that specific section has placed inside. Also lacks any major damage dealing sources for the same reason. Extremely dependent on the users ability to find magical weapons and armors or ability to create said weapons and armors. With the size of weapons and armors enlarged, there comes the possible risk of being too large to maneuver through certain areas, or being incapacitated because the majority of the arsenal are quite simply too large to be used in closed/small spaces. There is also the prospect of combating those who are agile enough to run along the weapons and armor to land more direct attacks, although the damage potential in that is dependent on the power of the armor/weapon and the power/spell of the opponent.
V. HISTORY
History: Zancrow had the fortunate existence to grow up with a rather plain middle-class family consisting of his mother, father and older brother, Maddox was never the odd child of the family, at least not while growing up. He did his ABC's and 123's with relative ease, never showing much signs of being different from the other children in the classroom. He was on the honor roll quite often enough that he got high remarks and lived out the first six years of his life playing in his parents' front yard running away from his pyromaniac older brother. During one of those incidents he took a fireball to the throat, which resulted in hospitalization for several weeks. When Zancrow was released from the ER, he was mute and unable to speak ever again even though his throat had healed. Still being able to understand the speech of others, he took up sign language, something he became proficient in.
Zancrow's thirteenth birthday seemed to be the day that had changed things for him forever, regarding his magical abilities. It all had started, ironically, with his wandering into the wilderness and discovering an Ice Mage running about lost. Zancrow, in his delirious phase of youthful bliss and ignorance, approached the estranged Ice Mage and was met with something that could be considered a traumatic experience, although what really happened was a bullying incident. Zancrow was never exactly the one to throw up the fisticuffs, but seeing that this Ice Mage had no second thoughts on freezing him to death, Maddox knew he had to act quick and efficiently or else he'd suffer an unknown fate that would leave his life changed forever.
It was through the confusion of not trying to die, or maybe it was finding a sword lying about on the ground that changed the very events of that day and made Maddox what he currently is now. With the wielding of the sword a strange armor was donned on his being. This armor resisted the magical ice thrown at him, and it caused such a ruckus that the Ice mage found himself residing with Satan a few minutes later. Blood-lust was not something Zancrow was used to, but decided that it was best taken as a sign for something to come. The sword made a nice present from the universal forces of nature and random chance, and he took it home. It made his family salty in a way to see that he had found such a beauteous sword lying about, but Zancrow always believed it was a special item. Whether it was for bad or worse he could not tell as yet. He would go out and search for the origin of the sword, to which ended his journey when he was seventeen. Zancrow found himself within the deepest area of the arctic tundra and located an armory of weaponry much larger to have been in use by humans. He seemed satisfied with the craftsmanship of the items and decided to use the arsenal to his own benefit; this is the origin of him attaining ReQuip.
When Zancrow was eighteen, he decided to partake excursion with the Rune Knights. There was no sob-story or some traumatic or heart-rending relationship loss with someone in the guild for him to join. He was a young adult who needed something productive to do when the day came.
Last edited by Zancrow X on Sun Dec 21, 2014 10:27 am; edited 1 time in total