BattleScreenshots from the Tankentai Sideview Battlesystem (modified version) - (keep in mind that all characters you see in the screenshot except Villyr - the one at the bottom of the group - are temporary with temporary names and with RTP sprites until the real ones are made):
Character sheetsGeneral InformationName: Rusty Tokana
Nickname: N/A
Race: Anthro
Species: Red Fox
Age: 17 years
Gender: Male
Dominant Side: Right
Description: He sports all of the traditional markings and physical characteristics of his race. His hair is wild and spiky and is a brighter hue of red compared to the rest of his red-orange body. His eyes are more or less emerald green. He stands just under 6 feet tall.
Personality: Rusty is very reserved to himself around strangers to hide his adventurous nature and high spirit. He is funny, outgoing, and very playful around friends, often pulling tricks on them for fun (he pulls the bigger ones for people who are down and need a laugh). He can be very curious about the smallest of things and often departs from his group just to find out about it. This often gets him and his group into all sorts of trouble. It doesn't happen often, but Rusty can be quick to anger when the right buttons are pressed. This sometime makes him appear short tempered. In a fight, he stays towards the back, avoiding head-on confrontations, and does whatever he can with ranged attacks and field conditions to support his allies, normally looking for ways to cripple or hinder the enemy. That’s not to say he can’t hold his own in a battle, because he can. He’s quick and agile but isn’t built to do or take a lot of damage, which is why he relies on his dagger and magic to add special attributes to his attacks.
History: Rusty lives in the town of Asper with a friend of his father's, a Cartographer named Jollanel. This whole arrangement was mainly Rusty's desperation to move away from the city to explore the ever changing forests around Asper at the base of the Astrainian Mountains. Within the two, almost three years that he's been living in Asper with Jollanel, Rusty met his best friend Akari and had learned more about Anthro magic and the stones that revolve around it from self-observation than he thinks if he would have stayed in the city. From time to time he communicates with his family in Dol Kardath; mostly through hand written letters because most of Asper isn't connected to the internet.
Clothing: He wears shoes that coincide with human tennis shoes; pants, normally somewhat baggy jeans; any dark, cool colored tee-shirt; a tan colored field jacket with a thin, removable maroon liner that is armless and has a hoodie; and an arrowhead necklace made from red tiger's eye.
Equipment: His best, and most favored, peace of equipment is his recurve bow that rests strapped on his back. His arrow quiver is strapped on the right side of his belt. He also has a dagger that is strapped to the his belt on his left side. The dagger is about 24 inches long overall with a 17 inch long blade. The blade on Rusty's dagger is about twice as wide as a normal dagger. It is designed to be able to both cut and stab effectively.
Ability InformationMagic ---
Genotype: m^F m^F
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Elements: Fire
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Stones: Red tiger's eye arrowhead necklace. Rusty has a habit of always making sure that his necklace is charged.
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Techniques: Flame Palm - Palm ignites. Anything touched is burned.
Fire Weapon - Gives the added effect of fire to his arrows or dagger through the Flame Palm technique but at the fingers instead of the whole palm. The weapons are coated with a sticky oil to help ignite only the specific areas.
Flame Dart - The element is focused and channeled more than it needs to be at the hands. This allows Rusty to shoot small flame projectiles over a set distance depending how much more fire he channels to his hand.
Wil-o-wisp - An orb of flame that is held in the hand. It's mainly use as a light source because of it's large area of illumination. The size of the orb can be adjusted to change the area that's illuminated to fit the desired size. If enough focus is used on the orb, Rusty can throw it, causing it to mimic a temporary flare.
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General InformationName: Jollanel
Nickname: N/A
Race: Anthro
Species: Cougar
Age: 51
Gender: Male
Dominant Side: Ambidextrous
Description: A tall and strong cougar Anthro who’s gray fur around his muzzle, fingers, and feet show his age. He keeps himself clean and well kept when outside of jobs. Because of this his fur has been able to grow over any scars; his pattern doesn’t break.
Personality: He knows his age and the influence he can have on the younger generations. He shares his wisdom with others, but he is young at heart, so he does so in a sarcastic and playful matter sometimes. His sarcasm isn’t reserved for just the younger crowd.
History: Not much of his past is known and he keeps a tight lid on it. All that is known by most is that his past has granted him with an incredible amount of training in his magic and combat skills, though his age is slowly taking it's toll. Only some know about his ties with the leaders of the trials.
Clothing: Loose-fitting, light earth toned shirt with slightly wider sleeves than normal that end just past his elbows and pants with legs that end halfway down his shins. Both are made from natural materials like wool and cotton. A long vest that splits at the tail. A leather belt.
He has bandages wrapped around his wrists, forearms, ankles, and shins. He considers these as normal clothing.
Equipment: Bandages wrapped around his wrists, forearms, ankles, and shins for support in combat. A leather pouch hung off of his belt that is kept full of various small supplies.
Ability InformationMagic ---
Genotype: m^A m^E
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Elements: Air and Earth
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Stones: Two green jasper stones embedded on his belt at 2 and 10 o'clock (12 o'clock being the front/belt buckle)
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Techniques: Air Ball - A ball of air about the size of a golf ball is formed and pelted at a target. Many can be generated at a time. (Offense, Passive)
Air Blast - An improved version of Air Ball. Size of the ball is increased to the size of a dodge ball. Only one can be generated at a time. (Offense)
Spire - Creates a waist high spire of rock withing a set area around Jollanel. (Offense, Defense, Passive)
Wall - An improved version of Spire. Creates a wall of compressed spires within a set area around Jollanel. The amount of rock naturally causes the technique to reach higher than the Spire technique. (Offense, Defense, Trapping)
Stone Shower (Combo - Spire & Air Blast) - Jollanel creates a weakly structured spire and casts Air Blast a point blank rang on it, shattering it and showering the forward area. (Offense)
Beat (Combo - Wall & Air Ball or Air Blast) - Jollanel creates a wall behind a target, fleeing or not, and pelts many Air Balls or one Air Blast at it and against the wall. (Offense, Trapping)
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General InformationName: Akari LaKoth
Nickname: N/A
Race: Anthro
Species: Timber Wolf
Age: 17
Gender: Male
Dominant Side: Right-handed, but he often appears to be ambidextrous.
Description: Brown fur on the top side of his body, meaning the top of his head, the top of his back, and the top of his tail. The majority of his body is grey, except for the underside of his body, meaning a white chest, and the insides of his arms, legs, and the fronts of his hands, and chin are white, along with the bottom of his tail. He also has a yellow X-shaped scar on his left cheek right at the border between the grey and white areas of his face. He stands at exactly six feet tall.
Personality: Calm, cool, somewhat reserved towards strangers, but open around friends. In disputes between those he knows, he's the diplomat in a lot of those situations. However, he can be commanding and stern when the situation calls for it, and can be very dangerous when provoked, although it is not always easy to provoke him. Plus, he is quite fond of traveling, and will sometimes go out of his way to see a place he's never seen before. When fighting, he's more on the aggressive side, and is usually the one to charge towards an enemy first.
History: Other than the fact that he was born and raised in Asper, and that he lives with his single mother, he's not really one to tell that to just anyone. "For the most part," he would say, "it's rather uninteresting." He'll say a little about how he got the scar on his cheek, but he won't go further into detail than "I got into a fight, and my opponent got a bit lucky." The full story (only Rusty, Jollanel, and Akari's mother know about this) is here:
http://wolf-blades6.deviantart.com/art/Origins-of-a-Scar-81753633Clothing: He wears long, khaki-colored cargo pants, a tee-shirt with an unbuttoned plaid shirt (either blue, white, or black) made with a light fabric worn over the tee-shirt.
Equipment: Two European style longswords that he carries strapped to his back in an X-shape, and a throwing knife he carries in his pocket. He sometimes, when he feels it's
really necessary, will wear kevlar armor. This only happens when he believes that he will be shot at, which is not often.
Ability InformationMagic ---
Genotype: m^A m^F
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Elements: Air and Fire
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Stones: A silver-colored ring with a rectangular Onyx stone on it.
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Techniques: Matchlight - Akari snaps his fingers, and a small flame appears on his index finger.
Air Pressure - His most powerful ability. Akari can increase or decrease the pressure of the air in any given area. As far as he knows, it only works on indoor areas, and the ability is magnified greatly when his hands block off the atmospheric pressure around the area.
Breeze - Akari holds out his palm, and wind is eminated from it. It is not very powerful, as it only has enough speed to scatter papers, but it is often used to distract unsuspecting people. It can sometimes be amplified to a somewhat stronger gust when he exerts more energy with magic stored in his Onyx stone, but that's only powerful enough to scatter a leaf pile.
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General InformationName: Sissmuth
Nickname: N/A
Race: Anthro
Species: Lizard
Age: 21
Gender: Male
Dominant Side: Right
Description: Is physically built and well-muscled, as to properly represent his magical element and species. Being from a small village in Valter, where it's customary for males to wear no shirt, but a cloak, he has a small collection of tribal tattoos on his chest, back, and even on one side of his face. He has golden-brown scales with a tannish underside, a thick tail, and a small crest that runs down the back of his neck.
Personality: Anyone who sees Sissmuth at first glance may be misguided by his firm stance and unwaivering expression, but like many lizardfolk, he's very curious about things and always enjoys any new experience that comes his way. He only really gets mad when he's bored -- to him, being bored is the worst feeling there is. Despite his desire for the unknown, he always thinks critically [sometimes too critically] and its cautious at all times. When he's enthralled in something, he usually doesn't like to be bothered.
History: Comes from a small village in Valter [the desert land]. After he passed his trials, a great state of unrest fell upon him. For the longest time, Sissmuth has looked forward to proving himself and now that he has his tribal tattoos to declare him successful, he finds himself at a loss of what to do next. Unable to take his monotonous life as a Proven One any longer, he now travels the world in search of adventure and a life in strange new lands he'd only dreamed of.
Clothing: Has a sash and worn pants tattered at the knee from walking so much [He's a lizard, he can handle it]. He's not one to flaunt, so his cloak covers up most of his body and has a hood if need-be. He also has a wristband on each arm.
Equipment: B? staff embellished at one end with beads and feathers collected from his home village.
Ability InformationMagic ---
Genotype: m^E m^E
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Elements: Earth
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Stones: Two yellow topazes fixed into his left and right wristbands; one usually serves as a back-up, however
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Techniques:Stalagmite - Sharpened pillars of rock needle up from the ground, potentially impaling foes or trapping them.
Initiate Clay/Stone Golem - A servant of stone or clay is created using a portion of the summoner's life force. The more life force is poured into the golem, the more powerful it becomes, but the weaker the summoner becomes as well. A Clay Golem is able to mold any part of itself into any desired form or melee weapon; has high attack but low defense. A Stone Golem has a fixed form, but uses its sheer mass as its own weapon and is capable of lifting heavy obstacles; has low attack but high defense. In addition, Golems are not very intelligent and always require an external life force to survive. They can be un-summoned when not needed.
Geokinesis - Small chunks of earth can be moved about, thrown, and manipulated to the user's will.
Magnetize - A temporary electromagnetic field is manifested around the user. It can draw stones forward to latch on to Sissmuth's body, creating a highly effective armor; however, rock armor makes the user slow-moving and amble. If more focus is put into this skill, the electromagnetic field can distort radio waves and precision devices commonly employed by humans.
Earth Feel - As lizards really can do such a thing, this skill amplifies the kinetic vibrations traveling through the ground, which the user then 'reads' to detect the movement of distant objects or people.
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General Information Name: Cyrus
Nickname: N/A
Race: Anthro
Species: Raccoon
Age: 17
Gender: Male
Dominant Side: Right
Description: A passionate student of magic hailing from Asper. He is on a quest to reunite with someone with whom he shares a powerful and curious bond, one that drives him in his pursuit of the arcane and of higher purpose seeming just within sight. He is 6' 2", and thin, grey in color with a black striped tail. His head also has a black mark that runs down the center of his forehead and circles his eyes giving the appearance of sunglasses. His eyes are deep blue and normal set. Cyrus fights with two short swords as his guard, focusing on using air techniques to defeat his opponents. He rarely uses the swords in attack and is not a very skilled melee fighter, but can hold his own and defend himself fairly well using an entirely defensive sword technique.
Personality: Cyrus is quite friendly in nature and is not one to make enemies. An idealist believing in the potential of good, he finds any progress or act towards harmony incredibly refreshing and inspiring. Those who know him know he is highly philisophical and usually in a contemplative state of mind. Because of this he can be charismatic and outgoing one minute and seem quiet and introverted the next. However, he is never unapproachable and is usually alert and in a good mood. Beyond the appearance of being relaxed, Cyrus is actually a bit worrysome. He is often hesitant and can over analyze things easily.
If there is anything he hates it is bigotry and selfishness. He also has difficulty tolerating those who have a blatant superiority complex and avoids such people to prevent ridiculous conflict, though will gladly put them in their place if his intelligence or his friends are challenged. Cyrus is very patient, but when he reaches a certain point he has a tendency to be vengeful or to rant tirelessly. He is extremely intelligent and rather clever, making him funny and quick witted. In his spare time he researches and experiments with magic, and charges his stone. His friends may sometimes be annoyed when he refuses to join in a game or activity, instead retreating to his studies and experimentation. He is obsessed with his magic, which is what allows him to use the skills that he has now, due to the large amount of free time he sacrifices developing his skills.
History: When he was twelve years of age his mother, a mysterious sage, left the house on "important matters" and never returned. His father, a blacksmith specializing in Anthro weaponry continued raising Cyrus with little knowledge as to his wife's location and reason for leaving. She said she would come back someday "when the storm calms and the wind blows west". She left Cyrus with a crystal necklace in the shape of bird wings, identical to her own stone, and it posseses a strange power that other magical stones do not: as long as the wearer of the other necklace is alive, it glows with a white light. Cyrus's stone has been illuminated ever since his mother's departure, meaning that she exists and survives somewhere in the world. Cyrus is motivated to pursue air magic in hopes of following in his mother's footsteps and finding her, as well as finding a place in the world of the arcane arts. He has been training his talents with a village seer and studying extensively on his own. He also has been learning defensive fighting techniques from his father.
Clothing: dark green pants and long sleeved shirt, both fairly loose. Has a white cape that he wears over his clothing. Brown leather boots. Two sheaths, one at each hip.
Equipment: Whispering Wings (crystal necklace), two steel short swords, a wallet and a small book on magic.
Ability InformationMagic ---
Genotype: m^A m^A
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Elements: Air
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Stones: Whispering Wings: this crystal can be accessed a little bit quicker than others, allowing Cyrus to use spells slightly faster than average. It holds an average amount of energy. Cyrus makes a point to keep it charged in case he is attacked, allowing him to use his abilities quickly to avoid dangerous time spent charging with the hands.
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Techniques:Whirlwind - Creates a small vortex and throws it toward a target. It doesn't do any damage but can kick up a lot of dust and be rather disorienting. Cyrus is trying to amplify its strength to where it will be an offensive technique.
Air rope - A time consuming spell due to the complicated manipulation of a small amount of air. A thin, wire-like tornado spins out from Cyrus's hand, slowly elongating to reach a target. It is used to pick up small objects from a distance and pull them back toward Cyrus in a spiral. If anything gets in its way it is easily broken off.
Wind bomb - A concentrated ball of air builds between Cyrus's hands and can be thrown, exploding on contact. If charged with a large amount of energy it can throw an opponent back a good couple yards as well as completely disorient them.
Wind bolt - Cyrus uses a large amount of energy to fire a super quick dart of air from his hand, piercing its target like a dagger. However, it is not yet powerful enough to go through most armor, and doesn't often penetrate leather. Range = three meters
Gust - A strong gust is propelled towards a target, often causing disorientation.
Small levitate - Constant air pushes a small object up one foot from Cyrus's hand. This is usually used as a trick to impress humans.
Clear - Cyrus holds both hands up to both sides of his head and controls the air around it, functioning as a filtering bubble in case of toxic gas. If Cyrus drops his hands or uses another technique, the spell breaks instantly.
Gust Blade - Cyrus's swords become charged with a small amount of wind energy, causing enemy weapons to be deflected more easily on contact, blowing them back a bit. Inneffective against large swords but can occasionally disarm an opponent using a small weapon, if used correctly. Since Cyrus doesn't know too many offensive spells at this point, he usually activates Gust Blade to defend himself.
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General Information Name: Oden
Nickname: N/A
Race: Human
Age: 38
Gender: Male
Dominant Side: Right
Description: Oden is an ex-military elite from the city of Desdon. Oden was part of an elite private army named Maiesta and he has been enlisted in Maiesta since the age of 18, working his way up to be a Colonel in the field of Spec Ops with command over his own squadron. However, Maiesta has been hired by the ASRH. Oden rejects the morals and views of the ASRH and openly protests its anti-anthro activities. Oden is a quirky, very caring, and a father like figure; however he tries to hide this due to traumatic experiences during combat (explained later). Oden is 6’3, heavily tanned, with a very tough and muscular build. His head is shaved bald due to an ingrained habit from the military. Oden excels in firearm combat. He has earned his “expert” in every class that is available in Maiesta, except for sniper. His preferred weapons of choice are sub machine guns, sharpshooting rifles, and pistols. Oden is also competent in the level of hand to hand combat taught to special ops members. However, all of this is offset by other areas: He is very inexperienced and is very awful at the art of swords. Also, he cannot understand magic in any form; he simply cannot wrap his head around it. Besides the fact that he is human and can’t use it anyways, this leads to him having difficulty when trying to plan tactics for combat with magic wielders, and also puts him in the unknown while fighting magic wielders face to face.
Personality: Oden is very friendly and caring, and treats his comrades like they are his own children. He was often reprimanded for becoming too emotionally attached to his soldiers. He has a very strong sense of trust, which often gets him in trouble with dishonest people. Oden has a core drive to always do what he feels is the moral thing to do, he never accepted missions that he felt were inappropriate or unnecessary, or if they contradicted with his moral standings. Oden places a high value on the lives of his comrades, but also his enemies. He has always been a very quirky individual. He has odd routines and habits, as well as often thinking out loud and talking to himself. He is very... “crafty” as a result of his lack of home, he is able to manufacture useful items out of otherwise worthless junk. Oden has a very generous nature despite his very poor financial situation (or lack thereof), and is always willing to help anyone who needs it. Oden only takes a life if it is necessary for the success of the mission, or for the survival of him and his men. If non-lethal force is an option, he always tries this before resorting to lethal force. However, he is emotionally distraught due to the loss of all his soldiers, and the disappearance of his son, this causes him to be outwardly awkward towards others due to his conflict of emotions.
History: Oden joined Maiesta at 18. He is an orphan, raised in a Desdonian orphanage. Because of his friendly nature he was very much accepted by the other orphans, but for no known reason he was never adopted. At 18, he was legally allowed to leave the orphanage. He decided to join the military as a way to start his life with a sound foundation and to start earning money and an education for himself. However, during his enlisting process, he discovered the anti-anthro policies of the ASRH and quickly withdrew his application. He then stumbled upon a newly founded private mercenary army named Maiesta. Maiesta was an overall better opportunity for him, and better fit his moral standings. He then discovered his natural talent in firearms and tactical combat and strategy. He quickly rose through the ranks and became a Colonel in the Spec Ops field at the age of 25. Here he was given the responsibility of managing his own squad. Oden carefully handpicked all the officers of his team. He took only those who were not only the best at their craft, but were best fit mentally and emotionally. Most importantly, he only took people who really needed the spot on his team for personal reasons like he had when he joined. The product of this was an 11 person team consisting of 8 men and 3 women, all of which Oden took time to get to personally know. He became a father to them, leading them through many personal issues as well as a being an extremely competent leader in Spec Ops operations. His squadron was nick-named O-Comp (short for Oden Company) and was famous in Maiesta for its great success in its missions. Oden was offered a surplus of promotions; however he had built too strong of a bond with his company and refused to leave them.
After leading his company through 11 years of flawless operations, he discovered distressing news. Maiesta was being forced to merge with the ASHR. Oden was faithful in his team and did not abandon them prior to the absorption. Instead, Oden and his team openly protested the actions of the ASHR and tried their absolute best to ignite a spark of reform, all to no avail. During this time period, Oden refused to activate his company for operations that he felt were immoral or unjust. This refusal went unpunished and unquestioned for around a year. Then on January 5th, O-Comp was deployed on what was supposed to be a POW rescue. Oden was given very few details on this mission, and had a bad gut feeling... but if he refused another mission, him and his loyal companions would be tried as traitors.
(The following would normally be revealed later in the story’s progression, but for the sake of the co-writers’ understanding in this RP, I will post the story here. It is core to Oden’s current position, his personality, everything, so I think it will eliminate confusion before it can start. ) -During the operation, Oden ordered 6 of his units to enter the lone standing farm house where the POW was being held. As his team was invisibly approaching the farm house, Oden and the remaining units split up and set up a perimeter, keeping a very close watch on the house. Oden’s intel had told him there would be little resistance, but he was always fond of being over prepared. As his 6 men crept closer to the barn, all of their communications were cut. Oden knew right away that this couldn’t have been the work of the hostage holders, but he was too late. The farm house exploded in a massive ball of fire that covered an acre. Guns starting roaring in the night from all directions, Oden sprinted to the location of his nearest comrade, barely dodging rounds intended for him. He repeatedly cried out to his comrades over his com, even though he knew it was cut. Oden regrouped with only 3 of his men, they were surrounded from all directions by a small army that had been completely invisible on his satellite scans he was provided with. The only option they had was to make a desperate run. In mid sprint, one of his soldiers took a burst of rounds that were shot at exactly the points where they didn’t have protective gear as if the shooter knew everything about their equipment. Although it went against all common sense he ordered his two remaining men to continue their dash as he rushed back to grab his fallen comrade. As soon as he lifted the soldier on his shoulders, a wall of force and heat threw him into the tree line. Utterly dazed and confused he fell into a small wash, and slipped into unconsciousness.
Oden awoke sometime later, wounded, and stumbled around to find absolutely no evidence of the attack or his men. The only evidence he had was his own wounds. He was emotionally crushed at the loss of all his men, he limped around the attack site in hope that maybe one of his men had survived.... during this time, Oden had time to think about what had happened, as he thought it became blatantly obvious who had attacked. Every weapon he heard, every action he witnessed, every strategy that was used against him, was all ASRH. It had been the ASRH who had silenced his team, he knew it was...
Oden spent the next year in hiding from the ASRH, taking on the disguise of a homeless man, which wasn’t far from the truth. Oden had no chance of returning to his home, which had most likely been revoked. He carried everything he owned in his trench coat that he acquired from a generous rich man walking on the street who had noticed him shivering. Oden devoted himself to finding out exactly what happened to his loyal friends and comrades, and to avenge their deaths handed to them by the ASRH.
Clothing: Atop his head he usually carries his military grade NVHD goggles as one would carry sunglasses on top of their head. Oden wears a thick brown, but worn out, leather trench coat in which he stores his private arsenal of weaponry. Due to his experience, Oden is able to easily conceal several full sized weapons in his coat, concealed in a jumble of holsters that disappear in its shadows. Because Oden is AWAL and cannot return to his home, he literally lives out of his trench coat. He stores all his personal possessions in hand made pockets in the inside of his coat. These pockets are made with random articles of cloth; these makeshift pockets occupy the entire interior of his coat. He wears a tactical Kevlar suit that covers his torso to his thighs underneath all his clothing as a nervous precaution.
Equipment: -G36KV (assault rifle) with an AG36 grenade launcher
- NVHD goggles (night and heat vision)
- Silenced MP3
- Two Desert Eagle pistols
-Several combat knives
-A large collection of extra clips and ammo shoved in the pockets and holsters of his outfit.
- A grenade strap including; fragmentation, flash, and smoke grenades.
- A seemingly random assortment of personal items that are stashed in his pockets.
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