Children of the Gods Arc 2 Recruitment

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Redryhno

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Jul 25, 2011
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Name:Qara-Gal Yisun-Erlik-Burilgi (Qara),not her real name, but the only one she'll give
Age:21
Gender: Female
Sexual Orientation: Straight enough, but she's never really explored that part of herself that in-depth.
Parent God: Yabash Han,the god of defeat, son of Erlik of Mongolian origin.

Appearance: Qara has often been mistaken for an overly effeminate boy due to the lack of...overt feminine attributes. Her 5'5", 110 lb. body is almost completely devoid of body fat, leaving Qara with well-defined muscles and a certain unnatural flexibility and grace to her movements that not even she can exactly understand.

She is unmistakably Asian however, Mongolian specifically, and has a certain habit of tapping her fingers together while steepled.

Always wrapped around her arms up to the elbow are bandages topped off at her hands with studded gloves. These bandages are not medical in nature, simply to stabilize her arms in order to better strike. She is somewhat of a rebel, and wears clothing that matches with this archetype. Her shoes are flexible enough to allow her complete mobility, but strong enough to be able to survive the wear and tear she puts them through on a daily basis due to her wandering existence. Jeans and a plain black shirt that hold to her body without too much flapping about, allowing her to move between stances and opponents without giving them much to grab ahold of. It's also quite comfortable for her.

As far as hair is concerned, she wears it very short, the longest of it reaching her chin and framing her face, her only real attempt to dissuade others from thinking she is a guy. She's also dyed it into a multitude of colors, starting from the sides as her natural hair, a dark brown, to a dark white, almost gray due to the fact that she had it done so long ago.

Personality: Rebellious, but calm enough to a point. Unfortunately, although she is not inherently competitive, she is determined when she commits to something, and can oftentimes lead to more than just her winning. She has to utterly defeat her opponents, as it's not enough for her to climb the mountain, she has to have thrown mountains on her competitors and buried them beneath them.

But, for most of the time, she's quite laid back, and thanks to Batu, very rarely more than a few seconds away from being prepared to do whatever is needed. Not particularly jovial or loquacious, she is very determined to complete her personal goal, and incredibly secretive when it comes to her family, as she is ashamed, while also strangely proud, to be a descendent of the first Man.

Power:
Spirit of Defeat, aka Batu: The line of Erlik has forever had their own personal assistants with them since time immemorial, for Qara, her spirit assistant is Batu. As her father is the god of Defeat, she is given certain abilities due to the fact that the spirit is her symbiote, short of Erlik himself ripping Batu out of her body, they are together forever, whether they like it or not.

The Spirit of Defeat gives her greatly enhanced strength,speed, flexibility, and awareness close to those of the most powerful demi-gods ever known to mankind. As a result, she is almost unmatched in combat by many god-offspring alive today. Add onto that that Batu himself can extend a part of himself outside of her body(six feet at most, and unseen by those without divine sight) to trip an opponent, grasp for another handhold to continue climbing, or simply to pick up a piece of paper from the road.

Batu, finally, can take complete control of Qara's body from her should she need it, allowing broken arms and legs to move normally without pain, blindness to recede, deafness to return to hearing. However, all the activities she did while under Batu's direction will accumulate, and once she regains control of her body, pain returns immediately, as well as any extra damage done to them from his excursion. However, she must be completely conscious in order to give up control of her body, she cannot be slipping off into unconsciousness. But what he can do while she sleeps, or is not completely there, is to communicate with her, allowing her to rarely, if ever, get caught off her guard, as Batu is a spirit and needs no sleep, he keeps watch over her, as they are a part of each other and an extension of themselves.

Batu himself is a sarcastic, if sometimes morose, comedian of sorts. As it turns out, he himself is a victim of her grandfather's ego. He refused to give sacrifices to the god in his youth many centuries ago and was snatched from reuniting with the entirety of his family by Erlik after he was stricken with something that caused his insides to rot while he was still alive. Enslaved for countless centuries, he rose through the slave ranks somehow and was given the great "honor" of becoming a spirit assistant.

Minor Attributes:

Adept Martial Artist - While in no way a master or even truly an expert, Qara is well-versed in a variety of them, having taken lessons and competed in tournaments since she could walk, leading to her extreme flexibility and strength, constantly looking for new things to add to her repertoire. Unfortunately, she has never really broken through her mental barrier when it comes to using weapons in her style.

Soul Snatch: As a direct descendent of a god of death and disease Qara is bestowed with the ability to pull the souls of the recently dead from their bodies before they travel to their individual destinations, able to keep them with her so long as she holds them, and temporarily enslave them to do her bidding, causing them to answer questions she wants, or do whatever she wants so long as she holds onto them and an hour has not elapsed.

Mongol Blood: A people famous(or infamous) for their savagery and lethality do not completely pass into the darkness no matter what happens and how much time passes, Qara is simply much closer to the source, and as such, can become a true monster in combat, never giving up, never leaving an enemy with a broken jaw when a snapped neck ends their threat more permanently, and ensuring should a message be able to be sent, that one is all that needs to be received. As a result, she is vicious and the fact that she is who she is makes those that begin to understand this fear her all the more.

History: Qara's mother never exactly explained how she met her father, only that learning that she was with child caused her to flee their Mongolian home to Korea, and growing up was beset by a voice in her head, an invisible friend that assisted her, and berated her when she did wrong. Starting as a child gymnast as a school activity, she branched out to the Korean martial arts, which are among the most versatile in the world, incorporating various styles and stances, and is constantly evolving. It was not until a competition in her late teens that she actually found out about Yabash Han, her father, and his father, Erlik. Having begun it, Batu suddenly warned her to avoid a hit, and she did. Turning on her heel, she saw her mother sitting with a strange old man, obviously heatedly discussing something, before it quite suddenly escalated into the man hitting her, launching her across the room. Qara rushed to her mother's side and lost the man in the crowd that formed around the two, before she was rushed to the hospital. The woman slipped into a coma for the next day and a half, eventually awaking and informing Qara of her father's...family troubles and competitions. Nothing particularly world changing beyond the fact that her grandfather wasn't too happy she wasn't being raised exclusively by her nameless aunts to become another generation of the Black Sisters, though unfortunately for him, he was unable to force her to return with him due to the fact that she was of both divine and overworld heritage, and therefore protected by Ulgan.

Unfortunately for her mother, she was not so protected from his spirit assistants, and became deathly ill weeks after being released from the hospital, and there was no explanation as to how she contracted a rare condition not seen outside of a handful of places in the world, none of which were particularly close to the Far East. They struggled with it for a handful of years before she eventually succumbed to it. She left to travel the world the next day. A burning desire to find a way to kill a god has driven her ever since, keeping her moving from place to place, fighting in underground clubs to improve her own abilities, browsing the occult bookshops of the world, meeting the occasional god-child, learning at least the basics of countless languages of the world, and discovering exactly what is required to enact her fury on Erlik. The fact that Dionysus was loose on the world and enacting some plan, as well as a group attempting to stop him interested her, as how many ways were there to stop a god? And if she found out the way in which to kill a god of another pantheon, perhaps she could work on that to find a way to kill her grandfather, Erlik.
 

alliesabri

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Jun 30, 2010
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Here's my initial character sheet, I messaged you beforehand.
Comments and criticisms welcome.

Name: Florem Leclair

Age: 18 years

Gender: female

Sexual Orientation: Bisexual

Parent God: Faunus, Roman God of the Forest, Plains and Fields

Appearance:
As a nymph, Florem is naturally beautiful in a soft, delicate way. She is of average height and has pale skin and bright green eyes. Her hair is waist length, dark brown and wavy, with a few forest-green streaks that she has dyed into it. She prefers to feel free of constraints and is usually seen wearing nothing but a white dress in a light, flowy fabric, with a large pocket on the front to keep her essentials. She does not wear shoes or carry a bag unless it is absolutely necessary for the occasion, though she will often be seen adorning her hair with flowers or wreaths she has made from her garden.

Personality:
One of the primary characteristics of Florem is her need to be free. She enjoys music and dancing and spending time with friends. Her ideal day would be spent lying in a garden with lemonade and music, growing flowers and vines. She?s mostly laid back, enjoying life and the things around her, however she can have 'princess-like' tendencies, being selfish and attention-seeking at times. She enjoys meeting new people, preferring to maintain a sense of 'ignorant bliss', and mostly does well in stressful situations, never allowing people to see that she may be disgruntled by something.

Power:
As a woodland nymph and daughter of Faunus, Florem holds the ability to manipulate plant life, primarily growing and moving plants at will. She has spent many hours practicing this skill and can use it with very precise movements. She can also gain minor amounts energy of from the sun in a kind of 'photosynthesis', so her power is best used when in natural light, as using it can drain her energy. It also makes her especially vulnerable to fire.
(Note: Florem's power will still drain her energy when in sunlight - just less.)

Minor Attributes:
- Charisma: Florem has a greater ability to seduce and persuade than the average person, especially humans. However, this is not always at will, sometimes garnering her unwanted attention.
- Botany: She has great knowledge of all things botany, including it's uses.
- Tracking: During her time with Artemis, Florem learnt to track living beings by more than just their footprints.

History:
Florem was a woodland nymph born to
- beautiful mother Charis Leclair (pronounced KA-RISS), an escort, skilled in persuading and seducing
- and father Faunus, Roman God of the forest, plains and fields.
Faunus met Charis while on a holiday in France and was quickly seduced by her whimsical ways. The two spent several nights together before Faunus returned to his home country of Italy.
Charis, upon learning she had conceived, carried the child for nine months and upon birth of the baby girl went searching for Faunus in Italy, eventually finding him by the Aniene River with his consorts.
Charis told Faunus that she was unfit for the life of a mother- she told him that he could take the child or she would drop it in the river. For the lack of options, Faunus took the baby girl and never saw Charis again.
Faunus named the baby nymph Florem, meaning 'flower', and as she grew he became a father of sorts. Faunus was not always the most attentive father, but when he was there the time was of quality. He taught his daughter of her ancestry and skills as a woodland nymph, and offered his extensive knowledge on botany.
As she grew, Florem spent much of her time in the Sacred Grove of Tibur, tending to the plants and learning to connect with the earth as many woodland nymphs before her.
At the age of sixteen, Florem left home to become one of the twenty Amnisides Nymphs of Artemis, Greek goddess of the hunt. Florem thrived, growing and learning with the other nymphs. She became close with Artemis and learned how to track living things by the subtle paths they left.
However, as Florem grew into a woman, another part of her nymph-hood revealed itself; her sexuality. Nymphs were naturally sexual and free creatures, and Florem was no exception.
She felt that it would be difficult to follow guidance of a virgin goddess such as Artemis, so she respectfully left the Amnisides Nymphs at the age of eighteen, leaving Artemis (and her undergarments) behind her.
 

Green Shoes

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Mar 6, 2013
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alliesabri said:
Cool sheet, just a few questions.

1; Can she use her power offensively? Fell trees, vine traps etc.

2; Can you expand a bit more on your minor attributes? Just flesh them out.

3; What does she carry with her? What are her dislikes? Fears? Stuff like that. Can you flesh out the personality and the appearance?
 

Green Shoes

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Mar 6, 2013
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After much deliberation, these are the three sheets chosen for the RP. Please don't be upset or offended if your sheet isn't here; most submissions were above the quality expected and it was really difficult to decide. Thanks everyone for taking the time to write up a sheet and submit - really appreciate it!


avouleance2nd said:
Name: Prail

Age: 23 (current life) But she's been alive on and off for about 1300 years

Gender: Female

Sexual Orientation: Ew, not her thing.

Parent God: Woden, former Anglo Saxon god of hunting before retiring (now only works one day a year).

Appearance:
Prail's not much to look at, that's not a criticism though it's a useful ability a subtle passive camouflage. The change can take a few days to set in but her hair and skin colour can shift to match her environment. The eyes are notable a bizarre back lit amber looking like they take up even more of her face than they do.
She's about average height. But walks on her toes or wears thick boots the majority of the time so comes of a taller. She dresses heavily often with a thick coat regardless of climate or weather. She likes covering up often appearing hooded.

It's lucky her eyes look the way they do or more people would notice just how pointy those two fangs she has are. Her halberd hangs over her back, a two headed pole just as tall as she is, a spear on one end and axe head on the other. Her weapon of choice, as able to fell trees with it as she is to slay beasts. She can swing the thing like a champ and moves majestically with it, dancing to a song no one else hears.

The weapon is fine crafted from wood older than the mountains it once grew on, you might almost mistake the shaft for still being alive. The bark on her weapon is a deep brown and the stone blades ripped by artisans from the earth and wetted to a razor sheen.

Personality:
There's an inherent problem when you've not been human for so long. Being beastly for thousands of years takes its toll on you. The fleece is starting the chafe the wolf so to speak. Not that she's solely savage. She manages after a fashion to defy her nature, even being what you could charitably call classically civilised and socially salvageable.
Her feral aspects peek through the façade though every now and then. She can get rather competitive and doesn't really know how to back down. Fairly friendly as well making friends close and fast, with a strong sense of loyalty and companionship. She can get "us and them" very quickly, though it's better summed up as "us and food".

Violent in a split second when her humanity starts to slip, and is able to handle violence well, staying calm as the blood flies. That's until her remorse sets in though, she's deeply conflicted still trying to figure out who she is and what skin she wants to wear when it's all over.

There's even a concerted effort to better herself, she's gone through a few different new age fads like meditation and crystals trying the find inner oneness or something. Also forcing herself into culture. She's read a fair bit of Shakespeare but not understood most of it, maybe it is actually helping keep her from just rampaging. Also of note is her sexuality, for such a friendly person she's essentially oblivious to the complexities of romance though she can sit through a chick flick. Sex however just creeps her the hell out, just god people actually do that, why? Though reincarnation might just have put her off the whole birth thing by now.
Divine attributes

1-Pack Alpha
"With me or within me."
Prail is a natural born leader able to enthral lesser beings, bending beasts to her will. But a good leader doesn't have contempt for her fellows, she's got a great respect for her pack even dealing with people she's not able to enthralled. She is able to copy one passive power from within the pack to herself, the copy can last for as long as the other person remains in the pack or until another power or skill is chosen. She can also radiate a minor version of one other passive power from any member of the pack to others. She can use both on the same power/ skill granting her full benefit and a minor version to other pack members. However sharing a power doesn?t improve the powers for its original owner e.g. Prail get the same bonuses from ambush if it?s shared or not.

2- Bloodhound
"You'd as well run from death"
Prail is a night person, always preferred the darkness with so many places to hide. She's adept at moving through the night. Every sense is heightened, she'll track you down through a midnight blizzard if you're dumb enough to try escaping from her into one.

3- Ambush Predator
"Never start a fight you haven't already won"
Prail gains extra power when fighting enemies that can't detect her becoming stronger and more agile.

History:

She wasn't born into divinity, her parents were just two early English humans, nothing special in her tribe. The first event of real significance in her life was originally going to be the end of it. She was planned as a sacrifice to, the year's hunt had been poor and they needed to show their devotion to Woden.

Few know why the god didn't just accept the sacrifice and send the child onto the afterlife, but it was coming up to his retirement. He was soon to be usurped by heavenly neighbours from across the channel and decided to just step down gracefully, take a seasonal job and let the continentals do all that god stuff.

Woden didn't completely forget his old life, he was allowed by the more powerful divine beings to exercise his power, spending time teaching Prail the ways of the wild. For a time life was good, Prail had mostly forgotten mortality, her human days were but a dream.

That was until the Great Hunt, the first since Woden stood down. The culmination of so much training and preparation, even if her heavenly father was more of a figure head at this point than an actual leader. Prail put her all into the hunt, rode across the skies with the fairy hordes, the continentals even joined in, Artemis especially was quite keen.
And still all was well, until the final prize, wanting to both please her father and show up the foreigners Prail was set on getting the biggest catch. To slay a beast so strong it would be sung about by drunks in long houses until the sun finally fell out of the sky (she was pretty bad at astronomy then and still is).

And then as the hunt was almost over. It came down to two hunters Prail and her opponent both locked in mortal combat with an indescribable creature. Prail got lucky her holy halberd splitting her quarry from end to end. But Prail made a mistake the Greco-Roman gods weren't fans of being shown up. "Noob Ks!" was all Artemis said before issuing punishment backed by the power of her scorned family.

Said punishment was, what a reasonable person would call excessive by many orders of magnitude (but there were gods not reasonable people). Though it could have been much worse were it not for her father?s influence, he was able to get a small bit of mercy from the new gods, but it cost him almost all his remaining power and the last of his domain. He was even forced not to contact his daughter again and it was to be many years before he found the slightest way round that.

And so Prail's fate was sealed, to live a hundred lives, and claw her way back up the food chain, every new birth as a slightly less lowly beast.

She's died many times since then, been everything from a wolf to shark, but every time part of a pack. It takes a lot of blood to be a god and only now has she arrived back where she started, human again. She hit the jack pot this time, the sole child to rich parents with acres of land around their country home and not a member of the national trust for miles. But even now she feels her inner beast's discomfort at being trapped, is she to slay part of herself to save the other, or fully embrace the wild and rot the humanity out of her.

Now two questions remain

How does she know all this? Funny thing about that. Santa brought her a story book that was coincidentally exactly right about her lives up to that point. Maybe it's blind luck or nepotism who can say. She's recently started getting flashbacks, first they were just the odd dream she just though everyone had. But they slowly grew more vivid and along with how puberty changed her she began to piece it together. At first her parents sent her a psychologist but that was there answer to everything. Eventually there was only one conclusion, she never expected the book to be true but it must be. She's even talked with her past lives before, in a lucid state yes but she's spoken to them, well spoken to the ones that can actually talk. Part of her wants to learn more, and part of her wants to leave it all behind.

And second how did she get her halberd back? Well to rub salt on the wound Artemis passed down to man a divine weapon, fated to slay a beast that never stayed dead. Jokes on Art though, Prail tracked her old companion down to a museum and stole it (though it's not really stealing is it?).




Rogue Trooper said:
Name:Jonathan Kane

Age: 20

Gender: Male

Sexual Orientation: Heterosexual

Parent God:Nemain, Gaelic goddess of War and fury

Appearance:Standing at a height of 6?5? and with a muscular build, Jonathan has the body of a warrior. He has green eyes and black hair which he keeps in a warhawk style of haircut and has pale coloured skin due to his Irish descent. At nearly all points of the day or night, Jonathan has an angry look plastered across his face. This look is mainly due to either his uncontrolled anger or his dissatisfaction at the lack of violence in his present situation. Jonathan usually wears pair of cameo trousers, boots and a black T-shirt with an image of a white skull on it. He also regular wraps his fists in bandages to protect them as he almost constantly uses them when he is in a fight.

Personality: An incredible angry and physical individual, Jonathan prefers to solve his problems with violence rather than words, something which stems from his severe anger issues. A strong willed man; he rarely backs down from any situation or changes his mind unless it is clearly obvious that he is lost. Honest to the point of brutality, Jonathan has a strong sense of honour despite his heavy use of violence and will always try to up keep it, in whatever situation he finds himself in.

Power:Battle fury: When Jonathan is in the heat of battle his physical and combat abilities are greatly increased by his inherited ability; he gains almost super natural strength and toughness, which allow him to deal heavy damage to any opponent and allow him to shrug off all but the most devastating of injuries.

Minor Attributes:

1. Martial arts ? In an attempt to better use and control his anger, Jonathan has studied and became familiar in a range of martial arts, his main three being Taekwondo, Kickboxing and Pankration. This large bank of self-defence knowledge gives him the ability to combat and defeat a wide range of opponents.

2. Strong ? Born with a powerful physique. Jonathon is able to secure victory over any opponent, in matters of strength even without the gifts of his mother.

3. Baking ? Jonathan gained this unlikely skill in an attempt by his councillor to help him better control his anger. It didn?t work, but Jonathan discovered that he was quiet talented in the baking arts and he even became quite well known for his delicious bread, much to his dismay as he would rather have people know him for his fighting abilities.

History:
Orphaned at a very young age, Jonathan grew up without properly knowing much about his parents. His mother mysteriously disappeared, leaving her new-born son to his fate and he knew nothing of his father. Taking in by the Catholic Church and raised by a group of nuns who ran a local orphanage, Jonathan with his great strength and seemingly limitless rage was responsible for much of the grief that the Nuns experienced during his seventeen years of living within the orphanage.

Broking chairs and echoes of rage through the halls of the orphanage were all common events with Jonathan and despite the Nuns best attempts at trying to punish him or make him see the error of his ways, nothing worked effectively on the young berserker. So instead they used the old methods of denying him food if he misbehaved and forcing him to write out scriptures. These in some aspects worked, as the fear of going hungry and having sore wrists forced him to tone down his rage, although only for a while. Jonathan?s relationship with the other children in the orphanage was a difficult affair as his behaviour and violent tendencies forced many of them to stay out of his way or shun him. He was never really bothered by his forced isolation; however these events made Jonathan realise that he had little control over his anger and to an extent it actually controlled him. So to try and bring some order to his anger issues he enrolled in a local Taekwondo class as hoped that discipline taught within the martial art might help him better control his anger.

From an early stage it was quiet clear that Jonathan had great promise, as his natural strength and the speed of which he picked up the different patterns and techniques amazed his instructors. As he got older his skills increased and with them so did his control over his anger, although only to the extent were he didn?t lass out at someone who gave him a strange look. But despite this minor change in his behaviour, most people noticed an improvement in him and even the kids within the orphanage began to become friendlier with him, even if it was from a safe distance.

With his high level of skill it wasn?t long before Jonathan had achieved his black belt in Taekwondo, but despite this he was still unsatisfied that he had learnt enough and within a few days he had begun enrolling in any marital arts classes he could find. Karate, Ju-jitsu and Kung-fu were just a few of the many other martial arts that he practiced and it wasn?t long before his understanding of different fighting techniques was nearly on the same level with any great martial art master. He fought in many competitions all across Ireland and the United Kingdom and in all he came out on top, his fury and skill leading him onto defeating the best that these countries had to offer.

When he turned seventeen, Jonathan took the decision to leave the orphanage. Packing a bag of supplies, Jonathan left in the middle of the night and made his way towards Dublin in the hopes of boarding a boat to Europe. His aim to learn every martial art there was so that he could become one of the greatest fighter who ever lived.

He mainly stuck to the backtracks preferring to walk rather than use public transport as he never really liked or could afford to ride the bus to his destination. Highway through his journey, Jonathan met a women dressed in what appeared to be ancient armour blocking his way over a bridge. At first he asked the women as politely if he could get by, but she flatly refused anger quiet clearly obvious in her tone. He then asked her a second time, his rage barely concealed if he could get by, once again she refused. The third time Jonathan?s rage exploded and he shouted a rather creative insult to the women which went along the lines of;

?Get out of my way you old bat, or I?ll kick your old wrinkly ass of this bridge. Just because you?re on the rag doesn?t mean you should bloke bridges on people shit-****?.

Obviously the woman was not happy by this statement and in response she too exploded with anger, throwing an insult back at him. This short sparring match of slanders continued for around five minutes, and was only ended when the women offered a challenge to Jonathan; declaring that if he could remove her from his path then he could cross the bridge. Obviously Jonathan nearly consumed with rage accepted the challenge and immediately jumped into action, confident that his strengths and fighting skills would easily sweep her aside. He was wrong, painfully wrong and despite his fast attacks, she simple dodged them showing no signs of difficulty and back fisted him to the face knocking him out cold. Jonathan awoke a few hours later in a cabin hiding deep within the woods with the women watching over him. When he saw this unfamiliar site, he let out something between a scream and a cry of anger as he was certain that she wanted to either kill him?or have her way with him.

Needless to say he was wrong on both assumptions and actual the woman was Nemain, a Gaelic goddess of war and his own mother. At first Jonathan found it hard to believe and even causally remarked that he couldn?t be her son as he was too good looking. This comment earned him a quick slap, but as Nemain further explained it begun to make more sense to Jonathan and eventually after several hours of debate he finally accepted her as his mother. Jonathan stayed with his mother in the forest for about week and during that time he learnt more about his mother and how to better control his power. He also learnt that his father who was a mercenary had been killed in Africa before he was born and his mother had abandoned him as a baby, due to her desires for him to grow independent without the aid of other people. This was quiet hard for Jonathan to take, but he learnt to accept it and when he was ready he left the company of his mother and continued on his way, evermore desired to achieve his ultimate goal.

Arriving in Europe from Dublin, Jonathan spent three years travelling from country to country learning all that there was to know about the nation?s way of self-defence or war. As he travelled, he grew strong becoming more reliant on himself and further developing his fighting abilities. Whenever he needed money or food he fought; in boxing rings, arenas or underground fight clubs it didn't matter. In almost every fight he won, and with ever victory his reputation grew. He was offered many jobs by men who needed his talents, but he turned them all down, as he still had a goal to reach and the road to achieving it would be long.

While studying the ancient fighting method of Pankration in Greece, Jonathan became aware of the ritual killings that were beginning to crop up around the country and the rest of Europe. He didn't really think much of it, as to him it was just a bunch of Hippies smoking some really strong shit?or maybe it was shit...who really knows with Hippies involved.



CrazyGirl17 said:
Name: Toushiro "Shiro" Yamamoto

Age: 19

Gender: Male

Sexual Orientation: Bisexual

Parent God: Susanoo, the Japanese god of seas and storms

Appearance:
Tall, well-muscled and broad-shouldered (about 6'0 weighing 300 lbs), with tanned skin, short black hair, brown eyes and friendly features. he prefers to dress casually, his usual outfit consists of a navy blue t-shirt with a gold monkey outline on the front underneath a black leather jacket, jeans, black fingerless gloves, and tan hiking boots, and well as a pair of thick yellow headphones that often hangs around his neck. He also carries a katana slung across his back, a good will gift from his father.

Personality:
Shiro can be a bit headstrong, brash, impatient, and tends to speak/act without thinking, but he is at heart, a sweet and friendly person who would gladly help out his friends in a pinch. Shiro is very active and outgoing, and prefers to be outside than inside all day. He has a bit of a competitive streak, especially when it comes to sports like baseball, football, judo and kendo, plus he is an avid swimmer. He isn't exactly the best student - not that he's stupid or anything, Shiro just doesn't have a good attention span for the things he's not interested in (though he at least does has rudimentary grasp on the English language, as he hopes to visit the US someday). He has a good heart, a strong sense of justice, and is very loyal to those he calls his friends.

Power:
Like his father, Shiro has the ability to manipulate the weather for various effects, such as wind, rain, snow and fog. He can also create and control electricity - either generating it in his hands or using nearby sources to pull electricity from - and can easily induce heat or cold. It is also possible that he can create updrafts to fly on, but given his stature, this may not happen anytime soon. He is also able to sense and predict weather patterns as well as sense natural changes in the weather patterns. Finally, Shiro is able to easily adjust to any atmospheric environment, including underwater.

Minor Attributes:
-Athletics: Shiro's size and strength are useful not just for sports, but in case he ever needs to move heavy objects or run fast.
-Aquatic Proficiency: Thanks to his heritage, Shiro is just as at home in the water just as he is on land. He is a surpsingly fast swimmer despite his size, and can hold his breath longer than most people.
-Swordsmanship: after learning of his parentage, Shiro has taken up kendo to help enhance his swordsman skills, which he has taken to surprisingly quickly.

History:
It was on one of his many travels around the earthly plains that Susanoo met a beautiful woman named Suzuru in a night club in Kyoto. The two hit it off, but Susanoo soon grew bored of her and moved on.
Shortly afterwards, Suzuru found out she was pregnant, causing her strict traditionalist parents to kick her out of the house. Fortunately, she was taken in by sympathetic relatives, who helped her give birth to her son Toushiro. With her help, she raised him as best she could, and Shiro grew up with a mostly normal life.
Then when Shiro turned 16, he came home from school to find his mother arguing with a strange man in their apartment. The man introduced himself as Shiro's father... and the storm god Susannoo. Naturally, Shiro was disbelieving of this statement... until the man created a miniature storm in their living room. Amazement turned to anger as Shiro realized the man had abandoned his mother years ago. Susanoo explained that he had chosen to seek out his wife and son, but was otherwise vague on the details. Instead, he gave Shiro a katana, calling it a good-will gift. He then placed his hand on the boy's forehead, telling him to "prepare for his return" before vanishing in a flash of light.
Ever since then, Shiro's powers have slowly began to emerge, and he has spent years learning how to control them as well as practicing with the sword his father gave him.