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"When I say I will do something, it always gets done. "
GENERAL INFORMATION
Name(s): Ambrose Youshiro Fullbright
Nickname(s): Amber, Yoshi (reserved only for those with whom Ambrose is very close.)
Age: 19
Gender: Male
Birthday: October 1
Sexuality: Heterosexual
Rank: D
Guild: N/A
Tattoo: Left Shoulder
Face Claim: Mutsunokami Yoshiyuki, Touken Ranbu
Reference: Inzei
APPEARANCE
Height: 6'1
Weight: 200 lbs
Hair: Dark Brown
Eyes: Hazel
Description: Standing at 6'1, Ambrose is a well-built man; he has little excess fat, most of his weight coming from his muscle mass. His body and muscles are well-defined, and his complexion is fair. His hair, long, shaggy and dark brown, frames his face in an unusually attractive manner, giving him a rugged type of look. He typically wears this in a ponytail, although he lets it down during special occasions. His general attire, consisting of a loose, orange Samurai's Kimono with a single blue left shoulder pauldron, only accentuates this strapping appearance. To accompany this, he wears gray, baggy pants and sandals. His facial features appear to be near-sculpted in quality, and he has a certain twinkle in his eye that many find to be charming. His nose is pointed in an almost Caucasian manner, and his mouth seems to be perfectly spaced between the latter feature and his chin. He has a sharp jawline, and occasionally grows out a goatee, although he will generally shave.
PERSONALITY
Personality: Ambrose is a young man who is full of energy. He has a generally positive presence, and enjoys the company of others. His sense of humor is one of his most prominent personality traits; he uses it often in conversation. He finds jokes are an excellent way to (attempt to) wriggle out of awkward situations. He is witty, and some of his jokes are rather snide, but they generally draw out a positive reaction from those who hear them. Ambrose is inherently good; he enjoys helping others, so long as their ideals do not majorly conflict with his. He is highly social and he indulges in parties, but he also enjoys being alone (or with only a single partner) from time to time, as it is easier to reflect on himself and his decisions when he is not surrounded by people. Ambrose is generally an optimistic person, with a strong sense of self-motivation. He likes to reaffirm that he will accomplish anything he says he will do; not being able to do so puts him in a state of despair, the duration of which varies depending on how badly he failed.
Beneath this positive and happy exterior lie insecurities and fears- this tends to hold true for all humans, and Ambrose is no different. He has a constant fear that those whom he tries hard to impress all secretly harbor a disdain for him, a notion which is difficult to dispel. He can also be quite judgmental at times, though he keeps these thoughts to himself for fear of offending others. He seldom gets angry, but when he does, he avoids explosive bursts of rage, and remains calm; however, there is a noticeable change in his demeanor. He no longer smiles nor cracks jokes- rather, he acts in a cold manner and tries to avoid social situations. He also tends to act antisocial when he is sad, instead preferring to retreat to a quiet place to think melancholy thoughts. He rarely cries, unless he is incredibly sad or angry.
In combat, Ambrose is calculative; he reads his opponents' fighting styles, and adjusts his accordingly. Overall, his general aim in a fight is to find the perfect balance between offensive assaults and defensive techniques. He is a skilled melee combatant, and is currently practicing to improve his proficiency with magic. He loves a good fight, regardless of the location, circumstance, or consequence (unless the consequence is death, severe, irreparable injury, disfigurement or otherwise.)
Motivations:
- Strength: A common, slightly petty motivation. Ambrose wishes to grow in strength and become more proficient in the art of fighting in general, so he can defend his friends (or at least impress them when he spars with them.)
- Make an impact on the world: Ambrose desires to make some sort of noticeable change to the world; he wants to make himself known for doing positive things, and he wants to hold a positive reputation.
- Love: As stated prior, Ambrose yearns for the affection of a significant other. He believes that finding someone with whom he can share mutual happiness will improve his general standard of living.
- Acceptance: Ambrose sometimes feels insecure about how others feel about him; he craves acceptance and love, qualities which help him feel whole.
Fears:
- Loneliness: Being a social creature, Ambrose thrives off of company. Being alone removes this company, and takes Ambrose out of his comfort zone.
- Defeat: While he has no problem with losing a fight, he fears the loss of respect from his peers that would come from a defeat in combat.
- Relationship Drama: This fear would come into play should Ambrose ever be lucky enough to find a significant other. Chances are, he put work in to the development of that relationship, and he would not want it to end (especially not by his own doing.)
Likes:
- Helping Others
- Training
- Animals (Particularly Seal Pups)
- The smell of Rain
- Telling Jokes
- Warm Hugs
- Finding Work
Dislikes:
- Irritating People
- Being seen as irritating
- Smelly things
- Hypocrites
- Arrogant People
- Horseradish
- Arguments
- Couples who are overly romantic in public (get a room, holy sh*t)
- Ugly Christmas Sweaters
Positive Characteristics:
- Swift (+3): You are fleet of foot. When running, you move faster than most people.
Explanation: C-rank speed buff passive. - Zealot [Katana] (+4): This person has trained themselves to wield a specific type of weapon. This weapon can be mentioned behind the Zealot feat within brackets to claim it upon approval.
Explanation: Player is capable of wielding a weapon and receives one at start. The starter weapon is always common and without any magical properties but may upgraded later on. - 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. - Diehard (+2): You can remain conscious after attacks that would fell others.
Explanation: Allows for 1 A-Rank spell to be shrugged off. Damage is still applied, but no pain is shown. Limit of once per battle.
Negative Characteristics:
- Proud (-1): You don't like accepting help from others. If a gift or offer of aid smacks of charity or pity even the slightest bit, you grow indignant and refuse it.
Explanation: You win 10% less jewels from wheel spins. - Hedonistic (-1): You love a good time. You party too much, drink too much, and eat too much. You have trouble resisting an invitation to join someone in a drink and sometimes shirk your duty if offered a more enjoyable time elsewhere. Whenever a good time is presented you let your guard down. You're also not capable to resist seduction of any sort. It's just not in your nature to resist such opportunities.
Explanation: You always give in when a good time is offered such as drinks, women and other things. Even in the midst of a dangerous raid through a castle you decide to stay in the room that has wine and beautiful girls in them even though they could be monsters. - 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. - Judgmental (-1): You form opinions quickly and change them very slowly. You also have a tendency to judge people on their appearance. A man dressed as a pirate, no matter how gentlemanly, is a scoundrel and a dog as far as you is concerned. A man covered in mud is a peasant, and a woman wearing revealing clothing is a prostitute. (He generally thinks ill of the arrogant and the greedy. This is somewhat strange and hypocritical, as he is shown to act arrogant at times.)
Explanation: You must act very disgusted and displeased when your dislike comes into play. (Ambrose's main dislike is arrogance; others may manifest as the character develops through RP.) - 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. - Obsessive-Compulsive Disorder: This illness manifests in one of two main forms, obsessive thoughts or compulsive actions; some characters exhibit both.
- Compulsions (-3): The character insists on performing ritual actions, such as touching a doorway at left, right, and top before passing through it. Though she may agree that the actions are senseless, the need to perform them is overpowering.
Explanation: The character must do their compulsion, regardless of adverse affects--including bodily harm.
Compulsion: He always touches the top of a doorway when entering one.
Explanation: Character is unable to face anything that has it's fear. If you're afraid of spiders and someone uses spider magic, you flee.
MAGIC
Magic: Sacred Fire (聖なる炎 : Seinaruhonō)
Type: Caster
Classes: Offensive, Defensive, Buff
Element: Fire
Description: Sacred Fire (Seinaruhonō) is an ancient and unique form of fire magic that has been passed down throughout the Fullbright family for generations. The quality that distinguishes it from other fire magics is its unique elemental strength; the flames are hot enough to vaporize water. This causes a resistance, rather than a weakness, to water magic. In addition, the pigmentation range of the flames is different from the bright oranges and yellows of a general fire; they are on the darker side of the color spectrum, ranging from bright red to crimson in appearance. This is purely cosmetic.
Weaknesses: While one elemental weakness is reversed, others still exist; the magic and its caster are susceptible to Air and Earth-based magics. Furthermore, this magic has some spells which require an incantation to be recited, thus causing long cast times. This fire has no healing abilities; the caster must rely on other sources to relieve injury during battle.
HISTORY
History: Ambrose Fullbright was the only child of Yoshino Fullbright and Amber Tatsu, and as a member of the Fullbright bloodline, he inherited the magic capabilities of his forefathers from birth. For generations past, the Fullbrights had been known for their unique brand of Fire magic, dubbed "Sacred Fire." Each generation consisted of at least one male, to pass down the family name, and to ensure that the Fullbrights' signature magic remained true to their bloodline. Furthermore, all the men in the family were expected to train and master the art of Sacred Fire, to serve as examples for the generations to come. Thus, Ambrose's father, Yoshino, aimed to teach his son the family art from a young age.
Once Ambrose turned six, Yoshino began to teach him how to use magic. He often pulled Ambrose alone into the courtyard of their family home and taught him fundamentals and basics of the magic in isolation. This might have been successful had Ambrose not developed other interests between then and the time of his birth, because the youngest Fullbright never seemed to have any will to learn the family's great art. At six years of age, familial legacies meant nothing to Ambrose- wrestling with other boys in the neighborhood or swimming in the ponds near his house were always much more interesting. Because of this, he never took his magic training seriously, often running away during his father's demonstrations. While Amber, the young mother, thought that Ambrose's behavior was completely normal for a boy his age, Yoshino grew frustrated; he could not comprehend why his son did not appreciate and uphold the honor that the Fullbright bloodline imposed upon him. After trying and failing to teach Ambrose the art of Sacred Fire for a year, he grew fed up, and so he asked his father, Yoshihiro Fullbright, for guidance. The elder Fullbright told Yoshino not to despair, for Ambrose would come around eventually, and that it was unwise to immediately force a child down a path he did not take interest in. Yoshino heeded his predecessor's words, and relieved some of the pressure on Ambrose to learn the Sacred Fire technique. Ambrose's interest in his magic would not manifest until much later in his life.
Ambrose excelled in his studies; when he started attending school, he found the social environment much more pleasing to learn in, and he scored high marks on his exams and assessments. He made a great multitude of friends, and even caught the eye of some girls. Even if his magical potential was not stellar, his academic future looked bright.
In addition to studying, Ambrose took a great interest in martial arts, enrolling in a local martial arts school and learning the ways of the melee fighter. As a result of this, his combative abilities grew. As a part of his martial arts training, he learned how to use a Katana, another object of great interest to him.
Years passed; Ambrose was now fifteen. He had advanced to a level of mastery in the martial art which he practiced, and he had acquired his own Katana. Everything was going well for him- he had lots of friends, and was relatively well-known throughout his small community. He had everything he wanted in life- save for a girlfriend. One girl in particular caught his eye- he pursued her, desperate for her affection, but, despite her kindness towards him she shunned him, rejecting his feelings. As a result of this, Ambrose developed a sort of insecurity around girls; he became unsure how girls whom he was attracted to truly felt about him. He fell into a funk after this occurrence, but quickly came back about a month later.
Skip ahead another three years; Ambrose is eighteen. He had attended the funeral of his grandfather, Yoshihiro Fullbright, who had recently passed away. This event taught him that life is short, and that he had to make the most of it before shuffling off the mortal coil. He also realized at this time the importance of passing down the family legacy before it was too late, and so he began to practice and train in the Fullbright art of the Sacred Fire magic.
He found that the magic came to him, but with difficulty. He made slow progress, and benefited from his father's teachings. After a year of training and grasping the basics, at nineteen, he decided that the best way to truly learn his magic would be to travel Fiore and practice it on his own- and so with a heavy heart he bid his family and friends farewell, and journeyed out into the world to start a new adventure. With him he brought his katana, a bag for him to keep his items in, the clothes on his back, his charisma, and sheer optimism to propel him forward.