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| Time to Update Marion's Profile; Since we're on a roll and all. | |||
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| Tweet Topic Started: Feb 11 2014, 09:40 PM (166 Views) | |||
| GameMasterZX | Feb 11 2014, 09:40 PM Post #1 | ||
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The Indecisive Part-Time Moderator
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Because, let's be honest, the whole "dark one" thing? Yeah, not my best idea ever. Time to make her a bit of a more interesting character, I think. I did also do some rewriting of her abilities, so those will need to be remodded a bit. They aren't too different from before, it's mostly soul strings that have been adjusted a bit. Character Name: Marion Annette Age: 16 Gender: Female Type: Golem Puppeteer Partnered? No Image: ![]() Clothing and description: Marion is of European descent, and as such sports a fair skin tone that's just slightly pale. Her eyes are a bright amber, and appear at once piercingly observant and youthfully curious. Her face is cute enough, though she often adopts a somewhat smug expression in an attempt to appear mature and intelligent. Framing her sly features are the voluminous locks of her wavy blond hair, which falls about her shoulders like a golden mane. To the left side of her face she wears a braid that falls just past her chin and is tied off with a white bow. Her bangs are kept neatly brushed out of her eyes, parted towards the same side her braid is on. She has a very slight frame, emphasized by her somewhat above average height of 5'8'', which makes her appear very slender. Her bust is fairly average, on the high end of B-cups, and appears more accentuated because of her slim figure. She has little in the way of muscle definition, preferring brain over brawn. She always keeps her fingernails cut short, both so they can fit in her gloves easier and so she doesn't break them while working with her carpentry. Marion's clothing is somewhat old-fashioned, as part of her image she cultivates of being distinguished and intelligent. She is seldom found in anything but a white or light gray button-up blouse or dress shirt. Her bottoms of choice are trousers and slacks, or on occasion a ruffled skirt. These are most often black or dark brown in color. In addition she wears a vest, typically unbuttoned and sharing its color with her pants, as well as a brightly colored necktie of some variety, the only real color in her wardrobe. Never will you find her without her black fedora, which is wrapped in a brown band tied with a white ribbon identical to the one in her braid. Her footwear is a bit more modern, typically including some form of easy slip-on shoe such as a loafer or slippers for more casual situations. When fashioning or controlling her golems, she wears her golemancy gloves, which appears to be little more than brown leather elbow gloves with a buzzsaw attached to the back of the hands. She typically carries a cane-sword with her, which has a wood grain finish despite being made of solid ivory. By twisting the hook at the end of the cane to release the locking mechanism, the thin blade can be drawn forth from the cane, with the hook as its hilt. History: Marion was raised by her father, Peter Radillo, a carpenter by trade and a puppeteer by hobby. Her mother died tragically, though according to her father not accidentally, in childbirth. After, as he tells it, narrowly escaping the London hospital with her, he took the baby Marion with him to France, where she spent the first few years of her life. Her father, being as he was able to ply his trade from the comfort of his own home, was very attentive to Mary, raising her as best as he could despite the absence of her mother. Using his skill with woodcraft, Peter made Mary a variety of toys and trinkets that she played with, and as she grew older, he began to introduce her to puzzles and challenges of the mind. However, when she was still only four, her father suddenly announced that the small french town they were living in had become too dangerous, and the pair moved to the Tuscany region of Italy. They lived there for several more years, occasionally hopping between different towns and cities. It was in Florence that she first began to attend school, and her true skill in academics quickly started to show. Before long she had skipped several whole grades, due in no small part to her near flawless memory, which was soon diagnosed as Hyperthymesia. However, not long after this discovery was made, her father was telling her to pack her bags for another move. This time their destination was far to the west, to the cold northern country of Canada. Once they had settled in to their new home, Marion finally worked up the courage to ask her father why they had moved around so much. With a grim expression he sat down with his daughter by the fire and began to explain the terrible truth about himself. Peter Radillo was an invented name, taken from the inventor of the marionette style of puppetry in order to keep his true identity a secret. Peter Corvi, as he revealed his true name to be, was an internationally infamous thief and con man. Using his mastery of golem puppeteering and powers of persuasion, he wormed his way into the homes of the rich and famous and took them for all they were worth. However, as one might imagine, a lifetime of crime and deception makes one a few enemies. And with enemies as powerful and well connected as the people he had ripped off, it was no wonder Peter was constantly on the move, evading authorities and former marks alike. Still, the stories he told of his less than savory past were too farfetched for the young girl to reconcile with the loving and caring man who had raised her. However, whether Marion believed her father or not, she was about to come face-to-face with the facts behind her father's narrative. Someone had found them, and father and daughter were ambushed by a pair of assassins. At first it seemed they had been taken by surprise and would be slain with ease, but Peter was not so easy to catch off guard. In a few gruesome moments, her father's wooden golems sprang from the snow banks surrounding them and slew the assassins. The hunters had been the prey all along. With that, the young girl no longer questioned her father's story, quickly taking every word he said to heart and cultivating the same healthy sense of paranoia her father maintained. Naturally, they left Canada behind the very same day, traveling across the globe in an attempt to throw their enemies off their trail, stopping only briefly to leave misleading clues and red herrings in places like Cairo, Dubai, Rome, Hamburg, Beijing, Kyoto, and then coming full circle back to the UK, settling in to hide in the city of Cardiff. By this time Mary was twelve she had decided that she wanted to learn everything her father had to teach her, legal or not. Peter was conflicted at first. He had hoped to keep Marion from becoming involved in his highly dangerous and illegal lifestyle, but now that his enemies had come after her it was clear he could no longer do that. Peter began to teach Mary the art of carpentry, as well as the method by which she could bring her creations to life through the mark of “emeth” on their bodies, fashioning for her a pair golemancy gloves which, like his, were designed to create wooden golems. From there he taught her to manifest strings of wavelength from her very soul, which could latch onto these emeth marks and grant her direct control of her golems through her soul. In addition he bought her a cane-sword and began to teach her fencing, as well as some basic herbalism and poison mixing, so she could defend herself if necessary. With her hyperthemestic memory, she mastered all these arts with ease, in addition to her normal schooling, which her father now handled at home to keep her from risking detection by attending public school. However, even with all their precautions, their enemies found them eventually. They had enough warning to try and skip town, but they weren't quite fast enough. Their pursuers caught up to them at the airport, where with so many innocent bystanders around Peter and Mary's golems couldn't operate to their full potential. Marion's father was cut down before her eyes, but not before finishing his killer off with his golem's poisoned weaponry. With his dying breathes, Peter told Mary how proud he was of her, and grave her one last parting gift: The only one of his golems to survive the battle, a four-armed humanoid puppet that he called Paratus. Wiping away her tears, she kissed her father goodbye and fled the airport, finding her way to the sea in order to escape the country by boat. At first Marion wanted to search for the people who had tracked her father down and attempt to take revenge for his murder, but she quickly found that seeking after men who had no desire to be found was more difficult than it sounded. Realizing this, she fell back on her old nomadic ways, continuing to travel the world for a time until the last of the money her father had left her was expended. She attempted to earn enough to maintain the globe-trotting lifestyle she was used to by picking up her father's old trades, offering her services as a carpenter, and conning the rich out of their money. But she quickly found that even on the rare occasion she found that such a profession was dangerous for an inexperience young teen, and most viable marks didn't pay enough to fund a trip out of the country. Even if they did she would have to procure another job or search out another potential con victim when she got to her destination. Fortunately, just as it seemed she was at the end of her rope, she heard of a school that would not only offer safe harbor and combat training free of charge, but also provide the funds for her travel expenses to get there. And so it was that Marion set sail for Shibusen, enrolling as a part-time student under the name Marion Annette. Though she skipped most of her classes, preferring to train on her own, and work on her puppets and golems in the relative comfort of the abandoned, though oddly well fortified shack on the outskirts of town that she later found out belong to the two star meister Sigil Nathaniel, with whom she now cohabitates. Personality: Marion is, at her best, cautious. At her worst, which is pretty much all the time, she's completely paranoid, finding it difficult to trust just about anyone completely. This gives her a keen awareness of her surroundings that makes it difficult to surprise her, but also makes it difficult for her to open up to people and get close to those around her. That's not to say she's not cordial however. She plays the part of the sophisticated gentlewoman, even as she wearily eyes those she meets with suspicion. She's never overt about her caution, or really about anything though. She is, in many ways, a skilled con woman, capable of hiding her true feelings and putting on whatever facade suits her at any given time. Because of this it's entirely possible to become friends with Mary, but even on the rare occasion she comes to accept you as an ally and acquaintance, you shouldn't be expecting to get too close to her. This is especially true of those more well off financially or socially than her, as she still sees them as something of an enemy due to her father's death at the hands of the wealthy men he had stolen from. While she sympathizes with the poor and downtrodden, the rich and famous get on her nerves, and she has no qualms ripping them off just like her father used to when the opportunity presents itself. This is also partly due to her greedy nature developed over years of living off her father's fairly ample funds followed by her quick decent into poverty after his death. She pinches every penny she ever earns, and quite a few that she hasn't as well. Marion's default attitude is one of almost snobbish superiority, though she doesn't actively shove her self-perceived preeminence in others' faces. Its more of an heir of aristocracy that keeps her nose firmly pointed into the air, despite technically being broke and living in a werewolf's run-down shack. She prides herself on her knowledge and deductive genius, which are admittedly impressive, though by no means is she the smartest person in the room that she always thinks she is. She has considerable book learning and even a keen perceptive edge, but lacks wisdom and maturity to a large extent. This has led to an inflated perception of her own intelligence, which can at times make her stubborn and difficult to reason with, though if one's argument is logical enough she will deign to take it under advisement. In particular she lacks any form of deep experience with social interaction. She can bluff her way through the day with her gentlelady act, but when it comes to lengthy and intimate one-on-one conversation she quickly finds herself growing anxious and confused, as she often does in a situation she has little knowledge about or experience with. Mary's near-perfect memory has given her a reputation as a know-it-all, which is rightly deserved. She literally knows everything that she has ever learned throughout her entire life from the time she was very young. This has led to her impressive bank of knowledge and deductive reasoning, but also gives her a melancholy and nostalgic side, often causing her to get lost in her memories, sometimes for hours on end. Particularly her memories of her father, and the cautionary tales he told warning of the dangerous of trusting others. She still does have a naïve side however, though it's kept in check by the fount of knowledge she has to check people's claims against. The question is how carefully she checks and how blindly accepting she is of things she simply wants to believe. She tends to interpret everything in light of her preconceptions, meaning that if she believes someone to be an enemy, every word out of his mouth is a lie. But if she believes someone to be a friend, she will trust everything they say almost without question, unless there is empirical evidence proving that they are lying. Abilities: Technique Name: Soul Strings – Marionette Effects/Description: Marion can produce strings of soul wavelength, one from each of her fingers, which she can manipulate with her mind. They can in turn be used to manipulate whatever they are attached to to a limited degree, however they can also be broken the same as normal string, by excessive strain or through cutting implements. Their real utility comes from being attached to the emeth mark of a golem through her golemancy gloves, which act as an interpreter that convert the wavelength of the strings into a format readable by her golems. While she is connected to a golem in this way, she can send commands to the golem through the strings, effectively puppeteering it through her soul's wavelength. This technique only works on golems without programming, as her strings cannot overwrite the built-in programming of a traditional golem. The strings allow her minute control over the golem to the point that it almost appears human in the smoothness of its movement so long as at least five strings are attached to its emeth mark. For each string under the required five, the golem's speed and responsiveness decrease by a factor of 20% until new strings can be reattached during her next post. Due to the concentration required to operate a golem in this way, each hand can only operate one golem. Technique Name: Golemancy – Wooden Puppets Effects/Description: Marion can create puppets from wood, which can be brought to life through a magically infused emeth mark, though she cannot program her golems like most technicians. Fashioning of a new golem takes weeks of planning, preparation, and then the actual carving (IE, a training thread). Technique Name: Paralytic Poison Effects/Description: Marion can mix a potent paralytic poison that can be applied to her weapons, which induces a state of paralysis when introduced to the bloodstream. The poison is a localized agent, meaning that if a cut is made to a person's arm, that arm will rapidly grow numb and become difficult to move in a matter of seconds, but the rest of the body will still be able to move freely. This paralysis effect lasts for up to three of the victim's posts, after which the area of their body affected will be immune to reinfection for two more of their posts. A vial of this poison can be mixed in around two hours, given the right ingredients. Technique Name: Paratus Effects/Description: Paratus is the last remaining golem that Marion's father made, which he gifted to her upon his death. It is roughly humanoid in shape and stands at four feet even. It's head is a simple oval shape with holes for its eyes that contain compartments that small blades can be stored in and fired from the spring-operated launcher in its mouth. Its barrel chest is heavily reinforced so it can act as a shield for its puppeteer without being smashed to pieces, and its emeth mark is carved into the upper back around its neck. It has four arms, each with spring-loaded blades that can be extended from the palms. The arms themselves are not very sturdy however, and could be broken fairly easily. Its legs contain no weaponry, instead being designed to simply emulate a human leg's range of movement as efficiently as possible to facilitate its movement. These are lightly reinforced to avoid the risk of shattering due to the impact of striking the ground repeatedly, though they can still be destroyed with an application of enough force, much like a human leg's bone can be broken. Combat Style: Marion is capable of fighting on her own to a limited extent, being trained in fencing with her cane-sword, but is by no means anywhere near the level of a meister or even a weapon on her own. Mostly she is capable of avoiding her foes and keeping herself alive until she can regroup with her golems and go on the offensive again. With her golems, Marion becomes a very tactical fighter, hanging back behind her puppets and manipulating them from as far away as she can safely stay, aiming to outmaneuver her foes with her golems' varieties of weapons, which can be laced with poisons to provide a further threat to keep her opponent in check with. Miscellaneous Information: Marion is fluent in nearly every language currently spoken today, and learns new languages easily thanks to her hyperthemestic memory. She is also deathly afraid of flying, largely because her father's death was at an airport, and prefers to cross the seas by boat. She is mildly technophobic, mostly just because she doesn't understand computers or the internet the way she understands puppets and theater. She is skilled in deception and acting, but also in slight of hand, lock picking, and pickpocketing. Strengths:
Weaknesses:
Roleplay Sample: Sonia's Profile Code
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| Tatsuken | Feb 13 2014, 12:57 AM Post #2 | ||
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Administrator
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Alright, although one ability got slightly buffed (in exchange some limitations have been set up and clarified), the biggest issues with the remod have been addressed. So it's APPROVED. The standard "If it turns out to be OP we will bring her back in for remodding" still applies. | ||
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Den Ekigane Color Code: #666 || Demon Liquid Metal Weapon Sigil Nathaniel Color Code: bgcolor=white color=#006 || Two-Star Meister, Werewolf, and Blacksmith || Remaining Lifespan: 476 Charm Lyn Color Code: #F93 || Weretiger Meister || Remaining Lifespan: 484 badges
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