User:NeloAngelo/KStuff

Bureau of Public Safety
The largest and most powerful organization of the entire world. Many knows of its existence but very little about their inner workings and exact location. Founded after the first calamity where the world has lost all concept of nations, with the sole intent of protecting the dwindling numbers of humans and restore prosperity to ravaged parts of the world. The direction itself is heading currently is questionable to say the least.

Order of the Round Table
Military force of the Bureau, dispatched for demon exterminations and public safely (covers alot of aspect). Members of the Order are given the classification of 'Knight'. Infamous for its recruit policy, the Order typically scout units based on how much political sway a person's family/clan holds. If a person of noble-descent voluntarily joins the Order, they are likely to be given better education/equipment/lee-way. Conversely, an average person that enlists into the Order starts from rock bottom, slowly working their way upwards to a respectable rank. Class/political squabble in-between the recruits are a given. Despite the many flaws of it, many recruits joins on the prospect of wanting to protect the weak.


 * Known members: Argence, Ylvaria, Weir

Aether Research Association
A subsection of the Bureau specializing in Aether research and experiments, including weapons development. Commonly referred as Mage Association. Hold a great political influence within the Bureau circle, perhaps more so than the Order. Formed from the union of several Aether-researching clans that ganked the clan whom Ruger is descended. Compared to the Order, Mage Association have an even stricter scouting policy; typically looking down on those who is not part of the clans (even the Order). As such, it's not uncommon to see a Knight who holds a high rank requiring to go through multiple paperwork to get something from them. Knights can join the Association, but they're inevitably given a more restrictive information about the Association (unless said Knight is part of the clans). Currently split into three camps; one that believes their Magecraft research are ALL MINE, another wanting to pass their knowledge to everyone, and the third who wants both parties to shut the fuck up and get shit done: pursuing the knowledge of aether manipulation simply for the sake of it.


 * Known members: Emir, Ylvaria

Hunters
Freelancers that hunts demons, but not associating themselves with the Bureau various reasons. Have a complicated relationship with the Order (different strokes for different folks).

Registered
Registered Hunters are those who maintains a regular contact with the Order, which allows them to undertake hits offered by the Order. In a way they can be seen as part-timers. (Registered) Hunters have a degree of flexibility compared to the Order; they are not specifically bound by the Order's regulations, and are thus are able to undertake a wider selection of offers. Unlike the Knights, however, their personal welfare are not insured by the Order, and their resources are entirely paid from their own wallets. Within the Order, Registered Hunters are listed as a sub section of "volunteers" under a single, nominal rank, regardless of differing degree of skills within different hunters.
 * Example(s): Faye, Yurischa

Unregistered
Unregistered Hunters are those without specific ties to any organization(s). Compared to their counterparts, the Unregistered have complete flexibility, having little to no issues undertaking black-and-gray area jobs. Perhaps because of this, they usually face difficulties in finding more lucrative-yet-safe opportunities (since targets offer priority is usually sorted by Order>Registered>Unregistered). They are very commonly hired for wetwork, especially by the inner circles of the Bureau; due to their lack of registration, their contractors can easily elude themselves from any suspicions by compromising the Hunter's position should something goes awry during a hit. It is not uncommon for an Unregistered Hunter to work with their Registered counterparts, as doing so they have the best of both worlds: they can easily swap information and undertake a wider selection targets by pretending to be one-another. Within the order, marked Unregistered Hunters are typically given threat assesment the level of outlaws (what's the difference?, they say).


 * Example(s): Ruger, Laplace

Character blurbs
Argence=
 * Personality: Innately kind and supportive, Argence appreciated the blessings of her life and thus never questioned her family's decisions, one which including associating themselves with a demon-slaying clan. Despite the path of her life being rail-roaded by her family, she never once considers it a burden. She cared greatly for her childhood friend Ruger, despite knowing the fact that her relationship with him are likely arranged between both families. At the same time, she possesses a fragile mind that quickly erupts when something goes awry or disrupts her order. In short, Argence has a hard time dealing with freedom, a fact she has yet to realize. Her family's decision of demonizing Ruger's clan to save themselves after the genocide incident caused her to start questioning her role in life, but she is torn between her love for Ruger and her own family's expectations. Out of the characters who experience losses, Argence is the negative result: all alone to brood in her own little world, ultimately relying on a cherished memory as an emotional crutch to the point of obsession. The dignified yet friendly front, diligent in work is simply her attempts to ignore any outside voice by drowning herself with work. New people met are treated at arm's length. There's a kindly greeting, but also a faint "please-just-go-away" message accompanying it. Likes reading when off-duty, but she doesn't like to talk about the books. Perhaps due to her somewhat "detached" nature, her reports are usually the easiest to read, having a clear description and less bias.


 * Equipment: Argence utilizes an Aether-type weapon known as "Lithium". It is a set-weapon consist of a sword and shield. The sword itself has a long, thin blade, resembling that of a rapier and the Aether core is located at the hand-guard and slightly extended towards the fuller. The sword itself is a known rarity that allows users to use all types of Aether-colored magic with little interference, evident by the blade's white body. The sword is automatically sharpened by constantly absorbing Aether around itself, and this also allows its user to have bank a better reservoir of Aether to perform Magic with it. The second part of the weapon is the shield, created by connecting multiple plates that spirals into a central, Aether core made from the same material as the sword. It offers a great resistance to all kinds of Magic, and it can be used as a close range bludgeoning tool. Skilled users are also known to be able to split the shield into multiple part in a quick burst of aggression.


 * Combat: Argence is a talented swordsman trained by the Order. As the Order's swordsmanship prides itself in its finesse in execution, Argence's skills is a testament of it; utilizing an extremely mobile and light fighting style, Argence can quickly overwhelm an enemy with fast strikes while moving around to put the enemy in a state of confusion. To this end, Argence incorporates acrobatic flips, leaps, free-running, and kicks into her sword techniques, all done while she's wearing heels (!!!). As she is trained by the Order, her mentality while fighting is influenced by the regulations.


 * Aether Manipulation: Argence's knowledge about Aether manipulation are mostly taught by the Order. Magic is performed via the assistance of her weapon, which consist of creating ranged projectiles, energy projection, and weapon reinforcement. She possesses the Order's exclusive technique Noachian Scatter, a sweeping red blade capable of slicing through even the toughest demon shell. While she is able to perform many other types of magic, Argence has a certain fondness of Red Primary Magic, noted for possessing aptitude in controlling it in a powerful burst of aggression, allowing it to consume herself without much restraint, as evident by her eyes flashing red whenever she performs Noachian Scatter.



Ruger=
 * Personality: Sullen and unrefined exterior aside, Ruger is a smart person, or at least have enough self-awareness to know his faults, but at the same time, doesn't seem to attempt to fix it. Out of the characters who experience losses, Ruger is the neutral result: left to grow in an emotionally distant and frustrating environment at the lack of real genuine emotional connections and direction. A charitable term to refer Ruger would be 'capricious'. He shuns his past yet regularly express longing to revisit it, ultimately choosing to ignore everything in a twisted form of self-exile. Ironically, Ruger also have a long memory, but it's almost never used constructively (i.e: grudge). Despite of this, he does develop several genuine relationship with others; One example would be Faye, who he share a relationship akin to a dysfunctional sibling. Ruger has a habit of secretly judging others (by his own standards), but regardless of the outcome, he always feels defeated. Within Ruger's eyes, he can only see things out of his reach, but not the things he has. Has a pretty wry sense of humor though, and is capable of laughing at himself occasionally.


 * Equipment: Ruger utilizes a kit-weapon, specifically a sword-variant with several customization. The sword possesses an extended grip and cross-guard is reinforced for better control. Next, the fuller is a hollowed bar that serves as a 'spine' for the sword by 'stapling' the blade together. The hollowed spine is designed for the user to easily channel Aether into the blade to improve the cutting power (somewhat similar to igniting an engine), and it can be fixed by simply replacing damaged parts. Due to this, the sword-variant of kit-weapons are also called "box-cutters" (since the oft-replaced parts are usually the blades). As the sword itself is made from non-Aether materials, it offers zero resistance to magic, but it cannot be affected by Aether as well. Ruger, who wields such a blade with his Distorted Magecraft darkens it overtime, requiring him to disperse the discoloration regularly. Ruger's tattered coat is a unique Aether-clothing, which constantly absorb surrounding Aether and mends itself. Due to Ruger's Discoloration Syndrome, it never mends evenly/properly, creating an ever-changing "rag-tails" at the end of the coat. The mask worn by him is an Aether-countermeasure tool; it masks the user's traces Aether usage by scattering a portion of the processed Aether, making the wearer difficult to track at the cost of watering down the magic performed.


 * Combat: Ruger is not a specially trained swordsman. It is mostly self-taught from the experience of referencing and fighting others, then altered to suit his preferences. As a result, his techniques are rough and unpolished, but attacks with deadly efficiency. He also displays a certain extent of hand-to-hand combat, noted for a series of kicks. Despite being a descendant of a clan specializing in demon extermination, Ruger is incompletely trained, and most of his dispatching enemies' techniques are picked up from personal experiences. Occasionally, he'll simply power through those who stood in his path. When fighting, Ruger have a tendency to adopt a "one-against-many" mentality.


 * Aether Manipulation: Ruger commands a decent amount of knowledge of Aether, and is one of the very few person who are able to manipulate Aether without requiring any tool-assistance, a sacred technique passed within the clan verbally. The technique demands a high degree of control, and practitioners are encouraged to improve hand-dexterity by taking up a leisure activity that requires a delicate touch; in Ruger's case, woodwork crafting (small accessories). However, due to Discoloration Syndrome, Ruger has lost the capability of perform the Magecraft taught by his clan save for the most basic, the invocation of fire, formed by the rapid friction of Aethers to create a quick burst of heat energies. Even so, the 'flame' created are merely a perversion of the original. Neither hot or cold, the discolored flame simply shares the force impact of the original version. He still possess the ability to practice Muted Magic, notably Stitch Binding taught by Faye. Originally a technique meant for sealing/suspend, Ruger had modified it by increasing its offensive power, turning it into a swarm of razor threads designed to maim. He also developed a simpler version which consists of a single black line for rapid-assault. Faye herself expressed a distaste for the modified versions, noting while it is much more efficient at attacking, it lacks versatility the original possessed. She doesn't mind Ruger using it though (the only thing she asked Ruger to promise her is that he doesn't teach it to anyone else).


 * Distortion Magecraft:  Ruger's distortion magecraft are characterized by the function of "severing", and assume the form various sharp objects, typically a blade. Everything in existence, including immaterial concepts are subject to it. It is, however, not entirely reliable, as the Discoloration syndrome constantly fluctuate its effect. At it deadliest form, the cut part of a targeted object is essentially "erased" out of reality. The blades manifest itself only in motion, formed by a series of Distorted Aether weaving into a fabric-substance, then 'folds' into a blade at an eye-blinding speed. When swung, it also leaves a faint sound reminisce to that of a chime's.



Faye=
 * Personality: Faye is one of the people who is content with her current state of affairs, having the least grievance or regrets. She has a frivolous and headstrong personality and the idea of knowing right and wrong; being one of those who disagreed with the genocide incident. While she dislikes her clan, she is still thankful for being born in a family and the knowledge they passed to her. This also cause her to express a certain level of regret for abandoning them instead of seeking to fix it. However, she doesn't let it define her. Out of the characters who experience losses, Faye is the positive result: despite experiencing a radical shift, departing from her closest family, she ultimately becomes a happier, more sociable individual. That being said, her relationship with those she displays a strong motherly side could also be stemmed from her wishes to have another close bubble of relationship. Seems to hang around with   who doesn't understand to concept of a comb. Or maybe because they reminds her of cats ("Yuris is the one you want to pet and Ruger is the mangy one that makes you want to douse water on it. - Faye")


 * Equipment: Faye utilizes an Aether-type weapon known as "Eminence", a greatbow with spear tips at the end of the limb. It is the signature weapon of her clan, where she took a copy of it when she ran away. The Aether core(s) is located within the spearheads, a blue-ish crystalline material reinforced by layers of melted steel. The cores constantly absorbs Aether and allows its user to have bank a better reservoir of Aether to perform Magic with it. The bowstring is made by a thread of hair from the deceased clan members, and the clan considers the weapon an extension of their will, and it is said that only those of the descended from them can pull it. Faye also possesses a silver gauntlet created by Yurischa, a special equipment that allows the wearer to load up a fixed amount of Magic schematic, in which the gauntlet that absorbs Aether surrounding it and fires out whenever the user wishes.


 * Combat: Originally, Faye is a skilled combatant that fights the same way as her clan does: move-shoot-move-shoot. With her inherent gift of Aether-tracking vision and her bow, she can kill targets from a long, long way's away. The clan usually operates in a squad, which covers all possible blind-spot when bust-a-move sniping. After departing from the clan however, Faye has to rely entirely on herself without a spotter, and such, struggled when having to deal with opponents up-close. As an exchange for Stitch Binding, Ruger helped her with developing close-range combat, including the way to stab people at high-speed with her bow's spear tip. Faye is also constantly analyzing her opponent's movements with her vision, this coupled with her acrobatic nature allows her to easily evade enemy attacks and while harassing them while more shots.


 * Aether Manipulation: Faye is considered a genius in the field of Aether researching, particularly magecraft forging. Among her most accomplished creations is Stitch Binding, a standalone spell that causes minimal damage to targets, usually used for capturing targets alive. It can also be used as a sealing technique, locking down any hostile elements she pleases. Due to this, it is a specially coveted spell by many. Faye enjoys the 'value' of knowing the way to perform the technique, and her refusal of teaching others (save for Ruger, which she also ask him not to teach anyone else) is her way of taunting the Magic Association. Faye's magic-creation stems from the idea of versatility, in such that it doesn't necessarily have to possess sheer destructive power, but able to cover many aspect. To this end, she favors Secondary magic more than Primary.



Weir=
 * Personality: Growing up influenced by the stories of the Order (before they go corrupt, that is), Weir has a deeply ingrained sense of justice and is honest to a fault. He wished to join the Order as a protector of humanity, but by the time he had reached adulthood, the Bureau is going down another direction that deviates from its noble goals. Despite having his start as a Hunter, Weir never lost his sense of right and wrong, and retained his dream of joining the Order - with the added goal to fix it. Weir appreciates tradition and history, and considers the Order's current state of affairs a disgrace, tarnishing the effort of the founders. Because of that, he is a divisive figure among the hunters and the Bureau, part of the hunters considers him surrendering himself to become a 'lapdog', part of them puts their hopes on him to better the organization. Part of the Bureau distrusts him due to his roots as a hunter, while the other looked up to his genuinely ideal intentions. People outside of both camps however, champions him as a hero who have many times tirelessly worked to preserve order. Due to this, the Order can't exactly fire him either. Operating according to his own convictions and beliefs, he could be considered the person with the most noble intention (white coat notwithstanding). Despite holding the position of a high-ranking Knight within the Order, Weir still occasionally uses informal terms back in his old days, this can cause his reports to look somewhat unprofessional, though he tries his best.


 * Equipment: Weir utilizes a kit-weapon, specifically a gauntlet-variant that covers the entirely of his arms. The gauntlet is made from a special alchemical material of molten steel and Aether materials, providing extreme durability and power. Aether shells or ammunition are stored within the the shoulder and elbow part of it, and Weir can fire it with the ballistic impact rivaling that off a battleship cannon without suffering extensive recoil. The coat he wears are also specially made Aether-clothing accessible only from the Order, which provides increased durability and style.


 * Combat: From basic punches to throwing his body straight into a swarm of enemies and smashing their faces, Weir is a brawler through and through. With his imposing frame, he can easily shatter enemy guards and destroy their morale. While some of the Order finds his fighting style 'barbaric', no one can deny its effectiveness. The thing that separates Weir from others however, is his experience: having worked with hunters and currently working with the Order, he knows (almost) every trick in both books. While he can steamroll everyone with his brute strength and high stamina alone, Weir is also very studious, constantly reflecting on ways to improve and reflect on his mistakes should he fail. Weir is also one of the Order's knights that is not adverse to working with Hunters; at times where he is required to lead, he treats all of the troops equally in a strict but fair matter. Soldiers are assigned by their strengths and weaknesses rather than status, and Weir isn't above using the hunter's more unorthodox tactics to get the job done. Anyway Weir is the best.


 * Aether Manipulation: Weir does not posses much interest in practicing Aether manipulation, but he still regularly consults others on how it might affect combat, how he could mitigate it and kick your ass twenty times over.

Ylvaria=

Emir=
 * Personality: Emir can be considered a winner in life. Born in the influential clan of Magic Association at the peak of its power. Gifted, and possesses charming good looks (and ooh, that smile!). Given the best care and education. Coupled with the youthful impulsiveness, this results in a cocky, flippant young man always on the lookout for a good challenge. Despite his seemingly arrogant and rude demeanor, Emir is one of the people whose words you can take at face value (or at least with the least amount of salt); he has straightforward approach to others, and dislikes flattering. While he is loyal towards the Association, he had neither the curiosity or desire to rule over it, possibly because he had too much in the beginning. He takes the time to enjoy himself, his ideology being "himself". Emir prides himself in talent beats hard work, but talent and hard work triumphs all. He scoffs at the idea of perfection, finding them uninteresting and believes that failing is simply a chance to improve. Perhaps out to rectify his attitude, the Association dispatched him out to collect their desired Magecraft subjects, where he is thrown into an unfamiliar world where a person like him could be considered a greenhorn. This causes him to lose some of his zeal, but gained a new-found perspective in return.


 * Equipment: Emir utilizes an experimental firearms created by the Magic Association. The weapon itself is considered the state of the art weaponry by within the Association, and while it can be bought by a very high price in the market (ayup), their usage is tightly regulated within the Bureau itself. The rifle itself possess a revolving cylinder of 9 chambers, each can be loaded and fire blast of concentrated Aether from a distance. The firing mechanism lies within an Aether core installed within the gun, where the user activates via pulling the trigger and ignite it using his/her own root magic. The gun itself also possesses secondary firing mode, which fires a short distanced, pepper blows that does not deplete the Aether shells. While it offers great power, the rifles require a extensive maintenance regularly, and each hollowed Aether shells have to be emptied out of the cylinder within each shot in quick succession (otherwise the Aether core will get tainted). Furthermore, its length x weight is hindered by its high recoil firing, and many would find it difficult to use in a fast paced combat. Emir deliberately chose to wield such weaponry as a testament of his skills, though he's not stupid enough to rely on just one model, carrying three of them in case one blows up in his face.


 * Combat: Emir is capable of dealing high damage at a great range with his rifles. He is also capable of firing multiple shots in quick succession within a short range with its secondary firing mode. An optimal use of the rifle would be engaging from maximum range, drowning the enemy in the inevitable deluge of Aether shots. However, with Emir's personality, he tends to openly fire with reckless abandon, opting for a straightforward approach rather than camping. "When all you have is a hammer, everything looks like a nail" is his combat mentality, in such that nothing cannot be solved by more shooting. In most cases, this usually works as Emir's ranged weaponry allows him to strike with impunity while advancing towards the defending enemies. A smart person would just count the number of his fired shots and retaliate, but who ever said Emir only have one gun?


 * Aether Manipulation: Emir has extensive knowledge of regarding Aether-research. Having raised within the Association, he has access to all of their research. From Aether manipulation to Aether forging, Emir dabbles a little in all of them, but does not find any particular field he is specially interested in. In that regards he can be considered a man of many talents, but he does not actively seek to be the best of any field, but constantly finding ways to improve/innovate the use of it. The teaching of the Association still holds some influence over him though, as he is also one of the many greatly interested in Distortion Magecraft and Stitch Binding.



Yurischa=

Laplace= "So I met this old guy. Wears a tattered robe reminiscent of the 'Association. He said he was looking for help to hunt some 'mons. I know beggars can't be choosers, but I was kinda wary of his possible connections so I inquired further about his request. He said he was researching the possibility of restructuring a 'mons bodily functions with mechanical parts, turning into a bunch of "pets".

I mean, I'm not one to judge. I suppose everyone needs a hobby. I looked at him again and saw his monocle gleamed, before I can say anything, he continued, if the experiment is successful, by next he attempts to graft demon parts into humans. I (jokingly) asked him that why not just directly mate humans and 'mons, and his then-glowing monocle dimmed the moment I asked. According to him the idea had passed his mind, but but he can' decide on which species to choose first. He then asked me whether am I interested as a test-subject. I declined.

This topic seems to sparked his interest, and I can see his eyes gleaming with interest (particular the one with the monocle) continued; according to him, he was once a high ranked member of the Association, but he "chose to quit" because it was holding him back (phew). Anyway, he said he once tried animating a corpse but removing his limbs and outfitted it with a series of Aether-processed machinery can have it dangling around like a puppet. Unfortunately he couldn't control it and the limbs tore the body apart into 4 pieces (He said something about the next one having its head blown off). Next, he tried grinding human organs and mixed them with processed Aether, then injected it into [censored]. Apparently reptilia mixed with yellow-Aether makes you really high.

Finally, I couldn't hold it anymore and asked, "What the fuck are you?"

Guy sticks his chest out, thumbs pointed to it, and proclaimed "The Aristrocrats!"

...Obviously I never stick around to find out whether is he serious or not, but man, his monocle was glistening like crazy."