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“Given enough time, any man may master the physical. With enough knowledge, any man may become wise. It is the true warrior who can master both....and surpass the result.”
GENERAL INFORMATION
Name(s): Caelum
Nickname(s): -
Age: 25
Gender: Male
Birthday: 23/11
Sexuality: Bisexual
Rank: A
Guild: Guildless
Tattoo: Top of Spinal Cord
Face Claim: Lon'qu - Fire Emblem
APPEARANCE
Height: 164cm
Weight: 87kg
Hair: Charcoal
Eyes: Grey
Description: Caelum is a tall, lean male of 25 years old. He has charcoal coloured short hair that comes down below his ears and spikes up at the tips. On the left side of his face is a deep branding that begins on his face and extends to his neck. It burns white in the presence of the Magic Council or their Rune Knights. In terms of his clothing, he is not one to wear casual attire, and will without a doubt always be seen in his battle outfit, which is an eastern style jacket complete with sleeves and a yellow belt. The jacket itself is dark blue, with a red haramaki going around his hips. He has black shoulder pads and a neck bracer that covers the back of his neck. He wears a pair of black fingerless arm gloves, complete with brown straps to adjust how tight they are, as Caelum usually keeps them pretty tight so as not to cause any issues. His jacket extends down towards his legs at the back, and on his lower body Caelum wears a pair of white trousers complete with black boots that go up to his leg.
PERSONALITY
Personality: Caelum's entire personality can be summed up using one word: utilitarian. He is, in many ways, completely neutral to many things, be they life and death, or even more mundane things. He is emotionally detached from the world, a phase that began when he was much younger, before losing his memories, and so he is easily able to separate his emotions from the task at hand, allowing him to be easily considered immoral, and very occasionally sociopathic, as he has been known to kill without delay or question, regardless of who the person is. Having lost the majority of his memories, there are very few things in life that Caelum holds any emotion over, as he has no knowledge of any family he once had, or any reason to care about anything, which makes it very difficult to force his hand using hostages or people.
Having been without memories, Caelum has decided to follow the path of another. He has accepted that, due to his being unable to speak, he would be very ill suited as a leader, and so he has concluded that his purpose in life is not to be a leader, but rather to help another lead. He is a weapon, and he requires someone trusting to wield him in whatever way they see fit. He will follow his master like a loyal dog, and kill anyone who gets in his way, but until he finds the one he wishes to protect, he only sees reason to look after himself above all others.
Utilitarianism is the understanding that the best course of action is the one that results in the more utility, or use, and overall happiness for the majority. For example, if a village must be slaughtered to prevent a war, Caelum will let the rivers run red in their blood. The needs of the many outweigh the needs of the few, and so it is illogical to allow a minority to live if it results in more people dying. However, the only exceptions to this rule is either if Caelum himself is in the minority, in which instance he will protect himself above all else; or if there is an outcome in which all needs are met and no one has to die. He will never actively seek out a way to keep people alive, but if one presents itself, he will grasp it.
Motivations:
- To find someone to die for
- To become the strongest he can
- To make a difference in the world
Fears:
- Dying
- Loneliness
- Confinement
Likes:
- History
- Swordplay
- Lotalty
Dislikes:
- Traitors
- Unnecessary Death
- Losing
Positive Characteristics:
- High Society (+2): You know good manners and were trained to handle social interactions in noble circles. This is useful in requests involving members of the highest levels of society, such as monarchs, nobles, courtiers, lords and ladies, and high-ranking clerics.
Explanation: You are capable of having threads with nobles. Those without this feat cannot. - Enhanced Strength (+3): Your character is slightly stronger than other characters when it comes to physical strength.
Explanation: Players have C-rank strength buff passively. - Swift (+3): You are fleet of foot. When running, you move faster than most people.
Explanation: C-rank speed buff passive. - Regeneration (+4): You heal very fast inside and outside of combat. Small cuts that go up to one inch deep are healed in the next post.
Explanation: C-rank damage healed every post.
Negative Characteristics:
- Amnesia (-1): You are unable to remember anything about your past, yourself, or your family. Your life is a blank slate. However, your past may someday come back to haunt you. The rest of the flaws you pick are unknown to your character; over the course of your progress, your character will slowly discover them.
Explanation: You can't refer to anything about your past. The rest of your flaws or not nulled by this characteristic but rather unknown to your character. - Branded (-2): You have fled for a crime committed and now have a prominent brand. You may have been a criminal, a slave, or some other such illicit individual. The brand is such that it cannot be easily covered, and a cursory search reveals it each time. Law enforcement agents of any lawful land will immediately take you into custody if they see the mark, for extradition or imprisonment. It is your choice as to whether or not you were falsely accused of the crime.
Explanation: You have a visible sign on your body that can not be hidden. This sign reveals itself clearly when you are in the presence of Rune Knights which will allow them to freely arrest you. Every time you get arrested you must pay a fine to the local authorities to get out. Resisting arrest will result into a larger fine. - 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): Due to circumstances beyond your control, you are permanently insane. You may have a congenital brain disorder, or perhaps you saw something mortals were never intended to lay eyes upon, and it drove you mad. Choose a Derangement/Insanity for your character from the lists below. Though the list is by no means exhaustive, the following options are ones that have been presented in game terms and that have definable--and most times numerical--penalties.
Generalized Anxiety Disorder: The character suffers from a variety of physical and emotional symptoms that can be grouped into certain categories (select a single category).
Explanation: Character has a tendency to snap at people for no reason. - 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. - Bad Reputation (-1): You have a reputation that angers or frightens people. Examples include being unlucky, petty, or cruel. The rep may or may not be accurate, but in either case, word travels faster than you do.
Explanation: You can't communicate easily with non player characters. Somehow they've heard of you and the things they've heard weren't too good. - Daredevil (-2): You only really feel alive when you're staring death in the face. Your character is addicted to the thrill of death-defying stunts, pushing themselves to the limit at every available opportunity.
Explanation: You can't refuse the opportunity of engaging into combat with anyone or anything that is stronger than you. You also always volunteer and perform tasks that have a risk attached to them when you are in a group.
Explanation: You can't refuse the opportunity of engaging into combat with anyone or anything that is stronger than you. You also always volunteer and perform tasks that have a risk attached to them when you are in a group. - Curiosity (-1): You're a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity overrides your common sense. This forces you to investigate something unusual, even if it looks like it might be dangerous.
Explanation: You will walk deeper into the forest you have never been before. You won't turn around from the castle that you have never seen. This can result into getting you into very dangerous situations.
MAGIC
Magic: Re-Quip: Path Of the Warrior
Type: Caster
Element: Various
Description: Requip (換装魔法 Kansō Mahō), also known as Ex-quip, is a Caster Magic related to the summoning of various types of equipment.
This Magic allows the users to store items in a pocket dimension so they can easily summon it at any time, even during battle, which gives them a high level of flexibility in combat. Requip can be used for simple or combat-related purposes. Some users may just choose to use it to change their clothing.
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.
HISTORY
History: Caelum was born a nobody. He never knew his parents and never bothered trying to find out who they were, as they had never cared about his life, so why should he care about theirs. He wandered the slums for most of his chlid and early teenage life, living on scraps and morsels that no one else wanted to eat and doing anything he could for money, from cleaning the toilets in people's houses who didn't want to, to being a hitman of sorts, killing for money, which is where the problems laid. There was a time where he relied on the assassaintion money too much, and he became indebted to the wrong kind of people. The only was to repay his debt would be one more kill, one in which they would decide in the future depending on how Caelum lived.
Unfortunately, it was around two years after that, at the age of fifteen, that a rich, noble family took him in, giving him his name and teching him the manners and etiquette expected of a nobleman, something that was drilled into him until he'd managed to get a hold of it. The family had taken Caelum in due to him being the same age as their daughter, who had met him in the streets and had asked her parents why he was so dirty. Instead of explaining to her then about the slums and poverty, they passed it off as the boy was playing a game, and took him in to care for him. Caelum learned much from his new family, more than just how to live and love as a nobleman, but they taught him how to fight, using a special kind of magic called Re-Quip that they were able to teach him. Despite being nobles, they were constantly under the threat of assassination, so they had learned to protect themselves. Sadly, they weren't able to save themselves from Caelum.
The moment he saw his employers he knew exactly what they were going to ask him, who he needed to kill. He was told to exterminate his entire family, and if he didn't his employers would send the more... imaginative hitmen to do the job, although they would take much more time in doing it. As such, Caelum did his task, murdering his entire family, the only people who had ever shown him kindness, before the Rune Knights appeared, having received an anonymous tip about an attack in a home. They captured him and took him to jail, branding him on his face with a magical scar that would light up and burn whenever the Rune Knight's were near, but Caelum managed to escape, having to run and jump off of the mountain of Era, landing barely with his life, but hitting his head in the process and losing all of his memories.
Waking up, with a scar on his face he couldn't understand and a magic he couldn't remember learning, Caelum began to explore the land of Fiore, having understood that, regardless of how he lost his memories, he had been trying to get away from Era, so he fulfilled his former self's final wishes, discovered his name from his prison tag, bought new clothes, and started to live, never knowing exactly what had caused him to end up where he did.
Last edited by Caelum on Sun Mar 06, 2016 11:37 am; edited 8 times in total