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Kotoru's Agendas
Posted: Thu Jan 23, 2020 4:51 am
by Kotoru
MOTIF: Herald of the Abyss
Introduction
The Rune of Summoning etched into Kotoru's flesh is unique as it molded by the denizens of the abyss. Fascinated by such unfathomable mysteries and the creatures that dwell within, the rune, coinciding with Veravend's will is determined to transform its host into her Herald.
蛇 Abyssal Predator - Apprentice
- In this case, however, Kotoru's Summoning Rune is akin to that of the Vesj'vakar. It begins to twist the mind and body of its host and in this first awakening, it becomes evident both mentally and physically.
蛇 Mental: Kotoru now exhibits instincts innate to a predatory creature such as deep-sea predators {Sharks, Killer Whales, Ect}. His thinking patterns and tactics will now mimic that of these different predators, with the malicious nature of the very vesj'vakar he summons.
蛇 Physical: Kotoru's eyes now glow a chilling amber in nature. His skin also has spots along his chest, forearms, lower back, and thighs with iridescent sapphire scales and webbed hands & feet.
蛇 Kraken Unleashed - Journeyman
- Furthering his proficiency in Summoning a new quirk takes hold of Kotoru. By altering his internal body in strange and weird ways akin to the Vesj'vakar, Kotoru has gained the ability to grow four tentacles from the muscles beneath his shoulder blades. Each of these tentacles is around ten feet in length and two feet in diameter. He can move these tentacles as if they were a natural part of his own body, and are about as strong, fast and precise as his regular arms.
These new appendages can now assist him in functioning as weapons or as a defense. However, each of these is still vulnerable to dismemberment and the process to retract them is painful, leaving a searing ache on his back where they protrude from for two and a half hours. This quirk can last half a 12 hours in a single-use. Losing these tentacles in any way will hurt as any other injury would.
蛇 ??? - Expert
蛇 ??? - Master 1
蛇 ??? - Master 2
Re: Kotoru's Agendas
Posted: Wed Apr 15, 2020 10:46 am
by Kotoru
MOTIF: The Mizuki
Introduction
The Rune of Elementalism intermingles the natural traits of water into the soul of Kotoru. Most notably, it causes Koto's fiery personality to mellow out, making him calmer and fluid in his daily interactions. As he progresses, he will become more akin to a demon lurking just beneath the water's edge, the Mizuki.
蛇 Water's Embrace - Apprentice
- At apprentice-level Kotoru begins to see that water favors him. When in the presence of water it will ripple and lean in his direction, yearning to dowse him in its calming embrace in their presence. Water within 20ft of him or under his influence turns a mystifying black hue with subtle hints of blue. A light misty aura softly radiates from his body as well, giving him a look as if he is damp to the touch. His connection to water heightens as he is able to sense water sources up to 80ft of himself, attributing the sensation as the water calling out to him.
蛇 Oceanic Halo - Journeyman
- At journeyman, Koto gains a new quirk that allows his connection with his arche element of water to truly flourish. Upon achieving this level of awakening, Koto finds that by snapping his once to activate and twice to deactivate, he can summon forth three orbs or water, roughly 29.5 inches in circumference, from a nearby water source. These orbs are always orbiting within a 4ft radius of him like a moon would their planet and act as a viable source of water for him to use for manipulation in the field for up to an hour at most.
When not utilizing them as a water source Kotoru can manipulate these orbs as an extension of himself, using them for various means; move objects, distract enemies, or attack them with an attempt at drowning them as they have a reach up to 10ft. Though these orbs are effective in use, they are also costly, as they require a constant stream of aether when in use, one equal to the level of use he is manipulating them with.
Re: Kotoru's Agendas
Posted: Fri Apr 17, 2020 8:18 pm
by Kotoru
蛇 Kurogane, The Scorpion Princess 蛇
蛇 Details
- Age: 33
- Race: Human
- Height: 5' 6"
- Weight: 150 lbs
- NPC Type: Companion NPC
- Relation to Kotoru: Business Partner, Bodyguard, Mentor
蛇 Skills
- Affliction: Journeyman| 60
- Blades{Katana}: Journeyman| 50
- Business Mangement: Journeyman| 50
- Dual Wielding: Apprentice| 30
- Acrobatics: Apprentice| 30
- Seduction: Apprentice| 25
蛇 Personality:
- Kurogane in all sense of the word is voracious, no matter what aspect of her life it comes to. Be it sex, battle, casual interactions, this domineering force of beauty is always diving headfirst in whatever it is she does. Playfully seductive, yet sadistically dominant Kurogane exudes an air of power only she can provide.
Her sensuous figure may look unimposing, but Kurogane's mind is a dangerous one. She sees any encounter, be it casual or conflict, as a game of domination as deep down she enjoys toying with other people's lives and watching them squirm. At times, she has been seen as being perceptive of other's thoughts. Either she seeks to torture those who cross her with this knowledge or satirizes the ones on the same side as her.
Not a moment of guilt runs through her as she defeats people in her path, exhilarated in watching them squirm from being beneath her heel. She has been conditioned to act as a sultry head huntress, more than ready to use her allure to sucker fools into submission or to their own deaths, and if that fails then she's more than willing to use her own two hands to do so.
Throughout her life, she is depicted as cunning, deadly, and highly observant. Her thoughts on certain subjects are tricky to decipher and change depending on the situation as it develops. She takes joy with her sly defiance of what others expect or project onto her, silently enjoying the untold frustration she inflicts on them. While she insists otherwise, she will be moved by their kindness towards her.
Re: Kotoru's Agendas
Posted: Sat Apr 18, 2020 2:24 am
by Kotoru
蛇 Eyes of the Abyss 蛇
蛇 Overview
- The Eyes of the Abyss is a subsidiary of the Hattori Clan, owned by the youngest son of the family. This guild is primarily geared towards those who deal in "subltey", their talents more seen than spoken of. The nature of business for the guild deals in five unique types of contracts.
- Ⅰ} Search & Destroy: On these contracts, the objective of it is simple. Kill the target or disable the target to where they/it is no longer a threat.
- Ⅱ} Espionage & Subterfuge: Spying and sabotage are where members of this guild become creative in their approach.
- Ⅲ} Clean-Up Operations: These contracts are the staple of this guild as many come this way. Need a matter to be discretely erased? Stop radicals from causing trouble? Make your competition/rival meet an untimely end? Then the E.o.A can handle that for you. These are the contracts members of the E.o.A pride themselves on.
- Ⅳ} Rare Contracts:
- Ⅴ} ???
蛇 ???
蛇 ???
蛇 Attire/Uniforms
- All members wear a cloak with the Guild's insignia on the back of it no matter the rank of the member, as well as a demonic looking mask that covers half or all of their face. This is to ensure ananymity for the Guild, that way the Identities of each member is kept safe given the line of work they are doing.
- Cloaks
Masks
蛇 ???
蛇 ???
Re: Kotoru's Agendas
Posted: Tue Apr 21, 2020 3:31 am
by Kotoru
蛇 The Exiled Devils 蛇
蛇 Chasing the Azure Tortoise - Kalzasi {Smuggling & Piracy}
蛇 Crouching Viper, Crimson Tiger - Atinaw {Assassinations}
蛇 Flight of the Ivory Phoenix - Daravin {Trafficking}
蛇 Shadow of the Jade Dragon - Lorien {Drugs & Poisons}
Re: Kotoru's Agendas
Posted: Mon May 04, 2020 10:02 pm
by Kotoru
♆ Lapis Umbra ♆
♆ Overview
- To equate the Lapis Umbra as a simple gang, or band of thieves would be an pale underestimation. Lapis Umbra, known as the Azure Shadows, is a sophisticated smuggling and piracy outfit ran by a ruthless and ambitious Sofia Montego. Running strong since the year 110, this organization has been underspeculation for numerous acts of theft, smuggling, selling of illegal contraband and trading, as well as piracy from the Great Lake Udori all the way to the Blackwater Bay.
♆ Structure
Lapis Umbra is broken into four different facets of the operation. Acquisition, Security, Trafficking, & Influence encompass the smuggling outfit, Sofia placing four of her most trusted in charge of it all.
- Acquisition: The backbone of the Lapis Umbra ring is the acquisition of rare and valuable goods, the branch that deals with ensuring only the best products are procured for a hefty profit. This facet employs multiple agents across the free cities including several thieves guilds as well as having some law enforcement officials on their payroll. The captain in charge of the acquisition facet is said to have a notable thief in their day, and knows how to poach rare objects with little to no errors.
- Security: In order to protect the goods that are "acquired", it is imperative that measures are taken to ensure everything is safe and secure. This is where security comes into play. Security makes sure that every run of goods are protected, as well as ensure that the other facets of Lapis Umbra can operate in safety by taking care of issues rising with those foolish enough to try and attack them. This facet is heavily armed and often operates in outposts, camps, and checkpoints. If you become a problem for the Lapis Umbra, you will receive a visit from their security forces and it won’t be pleasant, that’s a guarantee given its led by a former Valran of Daravin. They say he’s cold and professional, and the personal bodyguard to Sofia herself.
- Influence: The influence facet handles all the recruitment, money, relations, as well as maintaining their public image as a mere trading company through manipulation, bribery, maintaining relations with lords, and even laundering money through an orphanage. Agents under this facet are often found in taverns, brothels, market squares. Their mission is simple; sporting opportunity when it is right in front of you.
- Trafficking: Trafficking deals with transportation of goods and money both within the region and internationally. They operate out of merchant shops and cargo vessels as well as dockyards across Karnar, processing merchandise at an efficient pace. Trafficking makes sure the product always flows to where the demand is, and they use the most dubious and creative ways to move it to satisfy that demand, nothing standing in the way of progress.
♆ Members