Deleted
Andrea Von Dietrich.
Dec 2, 2016 15:40:48 GMT -5
edited on Dec 9, 2016 15:54:44 GMT -5 by Deleted
Post by Deleted on Dec 2, 2016 15:40:48 GMT -5
Andrea Von Dietrich
Power
Holodrum resident
TITLE/NICKNAME: N/A
RACE: Human
AGE: 35
GENDER: Female
SEXUALITY: Straight
PERSONALITY
PERSONALITY DESCRIPTION: I'll get this out of the way. Andrea is, for lack of an official term, outside of the norm. She's not one hundred percent sociopathic as she has very good social skills and well aware of the full emotional spectrum living beings can feel but she herself doesn't give a damn. If she gives you a job she expects it done no matter how you feel and, which is where her lack of empathy comes in, if you're emotions are so out of control that they prevent you from finishing your task you may as well go die. Andrea has ZERO respect for people that can't control themselves but, luckily, her respect is pretty simple but hard to earn. It requires a lot of effort.
This lack of respect for people lacking self-control is deeply rooted in the environment she grew up in. You see her parents were one of the most cowardly people in her village and would run from their problem too afraid to resolve them. The problem was Andrea detested that as the feeling of her life being up to someone else's whims was something she could not accept. It's why she's so against losing independence, it's why she hates people that refuse to fight for themselves and of course it's why she HATES the very notion of a monarchy; of course she has developed that belief since arriving in Holodrum.
This ties in nicely to her views on fighting. An honourable knight she is not but neither is she an out of control beast. Sure she does have a highly bestial fighting style but that is mainly due to how resourceful she happens to be and how she originally learned to fight. After all she learned by copying the monsters she hunted during her youth. The beast way to defeat a beast is to fight as the very beasts that can defeat them. Not only that but she'll do anything to win even cutting through dead allies but for her that's a sign of respect an acknowledgement of your sacrifice.
You may think she's utterly heartless but Andrea does feel emotions stronger than anyone else! You may think she utterly detests people being emotional but that's only when they have work to do. It's a weird contradiction but when it comes to personal matters, such as love, Andrea is often the one who cries the most. In fact her weird combination of being emotionless and emotional can be best seen in the difference between her personal self and fighting self. When she's fighting she's heartless and without mercy but once that passes her heart is opened and the emotions flood forth.
Don't think she's some perfect being. As I've said before Andrea struggles greatly to understand others as, despite her expansive experience with emotions, she fails to get why people can allow things as petty as "love" to get in the way of work. Simply put she can't understand people who while they're working or fighting for their lives get distracted by doubts, fears or concerns. To her those feelings would be betrayed if you let them distract you which, when you're fighting the kinds of animals she's fought, can easily mean your death. It's a lesson she learnt the hard way hence why she can be such a hard ass about it.
Other flaws include her total inability to simply let injustices slide. Oh yes she has no problem letting jokes at her expense go but injustices done towards her or the people she cares about are simply unacceptable. It's a rare example of when she relaxes on her stance of refusing to help people who don't help themselves. You kill her friend? You die. You stole from her friend? She'll steal their property back. You hurt her friend? Andrea will rough you up in equal measure. Simply put she can be rather wrathful when it comes to the people she cares about especially towards her associates.
As tough and blunt a person she can be in general deep down she really wishes she listened more to her parents. Oh yes her steely determination allowed her to carve out a sanctuary for her people but she wishes she was softer. She wants to leave a better legacy behind than being known as a, what's essentially, a bloodthirsty killer and from her perspective the best way to achieve that is a family. She wants children, a place she can rest her head, raise children imparting her morals upon them and of course someone special to care for her. Sadly her difficulties with being gentle often puts many suitors off.
Finally let me just say her general behaviour around people is pretty consistent. She treats everybody except enemies the same way. She's coarse, direct and straight to the point in her language with a total distaste for beating around the bush. Call her insensitive if you want but Andrea doesn't understand why people can be so indirect about things. She has a rather foul tongue and can seem immensely forceful but that's simply due to her past; after all channelling her will and desires is the only reason she's still standing nowadays. Emotions are a double edged sword. She's actually pretty friendly if not the most open person in the world
LIKES:
Friends: Andrea's community was highly social. Everyone knew everybody and helped one another out. Growing up in such a highly social environment means for Andrea it's perfectly natural; simply put she likes having people to share good times with.
Discipline: Despite how cowardly her village's people used to be Andrea has a massive respect for those with discipline. Her father was rather strict when he raised her but she also learnt self control during her years with the guild. Simply put these collective experiences have taught her to respect the value of discipline.
Cats and dogs: Andrea's farm was home to both a sheep dog and a mouse catcher both of whom she spent a lot of time with as a young child. Simply put she likes them a lot on account of the good times she spent with them while a young child.
DISLIKES:
A lack of independence: Andrea grew up with people making choices for her hence why she hates it when factors beyond her control take things away from her. Basically if it's HER life why should anything except her choices be allowed to affect it?
Cowards: Andrea grew up surrounded by people too afraid to actually fight back for themselves but despite that they still griped about being unable to defend themselves. As a result of her pragmatic and straight forward way of thinking Andrea dislikes the people who give up without even trying on account of fear or a lack of confidence.
Dresses: Andrea dislikes dresses as her mother often made her try one the ones she made. It may sound nice having your mother make you clothes to, in the words of Andrea's mother, "make you cuter" but Andrea hated it! She hated being dragged away from her fun to wear impractical frilly outfits! Have you tried ploughing a field or fighting a dinosaur in a dress?! It's not easy!
MOTIVATIONS:
Having a family of her own: I guess we can say one part of her parents desires for Andrea to have a simple farmer's wife life did rub off on her. Although the truth of the fact is Andrea knows she's going to die one day. Sure she knows she has done a LOT to ensure the continued survival of her village but she doesn't feel secure in the future generations alone being able to handle it. Simply put she wants a child to teach them her skills so they can defend her home in the same manner she did. Improving people's lives doesn't matter much if it's only temporary after all.
Finding out the truth of her eye: she woke up after almost dying with the eye of a dragon like beast having replaced her own. Curiosity is one of the driving forces behind this motivation but so too is general pragmatism. Andrea doesn't know how she got this eye nor does she know what effects it has upon her. Those are questions her generally honest nature does not allow her to go without answers. Plus part of her is concerned that it may have negative effects at one point or another.
Returning home: Home is where the heart is after all. Andrea cares greatly for her home and, due to the events of her past, feels a great deal of weight upon her shoulders for said home. Simply put she wants to get home to ensure it's still around, that no giant monsters have destroyed it and that her parents haven't kicked the bucket. Simply put she feels responsible for her home and so can't stand not protecting it.
FEARS:
Never returning home: When you care as much about your home as Andrea does, not to mention feeling as responsible as she does, the very# notion of not being able to check in on your home can be a very.....terrifying concept. Simply put Andrea doesn't technically fear not returning home; she fears not being able to protect her home from whatever threats it might face.
Failing in her mission: Andrea's mission was to investigate the origin of these "White Fatalises" and given how the last one threatened to destroy her home she is worried that, in her absence, another one will go on the war path with her village in the way. Not only would finding the origin point allow her to ensure her home's continued survival but it might also explain her unnatural eye. As for why the notion of failing in this task scares her? Well failure could mean that these White Fatalis keep coming back and destroy everything she's built.
Not having a family: This is, technically, less the fear of not having a family and again more the fear of their not being anybody able to defend her home. Of course another reason why this fears her can be traced back to her parents. She knows they wanted her to be an "ordinary" girl, find a husband and raise kids to look after the family farm. and given how...attached she is to her parents Andrea feels failing to do so would disappoint them immensely. An adult she may be but she still has a childish spot or two as a lot of people do.
HISTORY: Andrea was born a peasant. In a remote village far from the land of Hyrule and across the seas she was born in a vastly different nation. Her home nation is rather similar to Hyrule except the wildlife is very different. Hyrule has more tamed wildlife yet in Andrea's home nation, which hasn't actually been named officially, the majority of the animals are gigantic beasts with extraordinary elemental abilities and dangerous biological adaptations. Most of the settlements in Andrea's world have a form of protection against these creatures....but not Andrea's people.
The settlement she was born in was always at risk from monster attack and whenever a dangerous monster did come by Andrea's people simply hid and would repair the damage done once the danger was passed. Sadly they lacked the money to hire a Hunter and were so remote that nobody even knew the village existed; after all the amount of monsters between their village and the rest of the world was far too dangerous a task for anybody to attempt the journey. This was the reality that Andrea was born in that of living under the whims of a natural tyranny.
As a young child her parents often made up excuses as to why they commonly abandoned their homes saying it was a game or that they were going on holiday. A convenient lie that she accepted as the truth yet as she aged she was informed of the truth. On her fifteenth birthday she learned that the reason why her family kept abandoning their homes so often was due to fear specifically fear of being killed by the monsters. The moment she learned the truth fully justified righteous indignation flared up and she decided to do something about it! With her mind made up she was determined to make her will a reality.
She snuck away from her family as they were fleeing their village, ran home and grabbed her father's wood chopping axe then went out to defend her home. Andrea was lucky that the beast she fought was a small thing no bigger than man but her own ability was a factor in it definitely; she did often assist her father with his work chopping wood after all. It was a difficult fight and she very nearly died but once the dust had settled Andrea remained standing having gotten lucky.
Of course there was more to this story than that. She had killed the monster before it caused any major damage but her parents were furious! They were enraged their daughter had defied them! They were enraged she had put herself in danger! They were enraged she had killed the monster that had attacked! They felt it was a defiance of the natural order and would only bring further punishment upon them. Of course she was punished for this but that only further galvanised her belief she was right; rebellious teenager syndrome after all.
A month or two passed without anything noteworthy happening but then came the next attack yet this time a young youth, the daughter of one of Andrea's family friends, was caught by the beasts hounded into the corner like a rabbit. Andrea refused to sit idle while one of her fellow villagers died and so she charged out yet again throwing fortune to the wind. Thanks to her experience from fighting these monsters before, and due to her physical ability, Andrea found the victory a lot easier either killing or driving away the monsters.
Her act of saving the youth proved to the village elder that Andrea was right, after a night of angry yelling and raised voices after all, and so he put the village's full resources behind Andrea. The villagers had little experience in creating actual weapons or armour but they had created axes, machetes and clothing. All of this knowledge was adapted to create makeshift weapons. Farming axes became battle axes. Leather clothing was made thicker to serve as a form of defence. Machetes were turned into swords and when the monsters came next the villagers were ready.
Five months of preparation were what the villagers had and when the next attack came they fought back protecting their homes pushing off the aggressors. That act proved that the villagers could fight and that the monsters they shared their land with did not have to rule unopposed. In the five years that followed Andrea's abilities as a fighter improved as did those of the villagers in general not to mention the abilities of the village's craftsman to create better weapons; they did learn to use the parts of the monsters in their creations.
The fighting and the change in the population of the monsters in the area attracted the Hunters Guild a continent wide organisation that managed the world's numerous hunters, provided them with work and undertook environmental protection; after all they hunted monsters not to exterminate them but to maintain a balance between all forms of life. The Guilds representatives were impressed by the actions of the villagers over the years but what impressed them the most was Andrea.
You see Andrea had changed immensely over the years. Due to the lack of a formal teacher she had learned to fight by copying of course what she had to copy was the monsters she hunted on a regular basis. Not only that but she had developed tracking skills most hunters needed a formal education to develop. Simply put her skills were a highly desirable thing and so the guild attempted to recruit her. They promised to defend Andrea's home and in return she would work for them as a fully-fledged hunter.
At first Andrea was utterly against agreeing to this deal. After all this was the first time she'd ever met any people from beyond her village and so how could she agree to work for a group comprised of outsiders? When you are a member of such a tight-knit community for as long as Andrea was you take your bonds with your extended family VERY seriously. Despite the initial offer posed by the Guild's agents Andrea refused yet they did not give up and in fact stayed in the village for a fair amount of time. Long enough to be present for the next monster attack.
What made this attack different was the monster that made the attack. It was not one of the Jaggi that had attacked the village for so long. It was a gigantic beast that belched fire with claws that tore through steel and a tail containing a poisonous touch. At first Andrea was more than willing to engage the beast but the Guild's representatives stopped her easily dispatching the beast with a level of skill beyond that of Andrea's own. Having been so easily outclassed galvanised Andrea infuriating her enough to accept their deal. After all if two Hunters could so easily dismiss such a savage beast then they could definitely protect her town.
Andrea and one of the hunters remained while the second hunter returned to pass the message along. It took a month, during which Andrea underwent training beneath one of the hunters, before the guild sent an official contingent of hunters, armour-smiths, weapon-smiths, wood workers, masons and general builders. You see the Guild had long desired an outpost in this remote region of the world and Andrea's village proved to be the perfect position for that. It was in a strategically viable area with access to the sea and many natural resources. All it needed was building up, fortifying and modernising.
Andrea made her good byes and left with the two Guild hunters that first recruited her travelling via airship to the Guild's fortress town of Dundroma; a huge fortress that ensured the continued survival of the guild's leadership and the native population of humans. Here Andrea was officially signed up as a guild hunter and spent many years training. Her abilities improved, she gathered years’ worth of experience and adopted the usage of a potent weapon known as a charge blade. A highly difficult weapon to master that switch between axe and sword and shield but Adrian took to it like a fish to water.
Over the years she swiftly earned a reputation as one of the Guild's best agents. Of course she detested how she had to hunt for people who refused to hunt for themselves but that's why she'd often try to teach people to defend themselves. However as she aged and the years went by she started to ponder the possibility of her own death. What if she did? What would be left behind then? Sure she had ensured her village's survival but since then she had learned so much. That was when the idea of having a family and raising children she could impart her abilities on came to her.
If you're wondering where her sociopathic traits came from it's because she was often deployed on solo missions ones so dangerous that the Guild lacked enough skilled agents to send more than one person. These missions could take between months and years to complete and given how often she was away from people her social skills suffered as a result; it did not help her desire to find someone she could spend her life with after all. Sadly not only that but the fact on these missions Andrea often had to quell her emotions, due to the bestial world she found herself in, meant she struggles to understand people who can't do so.
At age thirty four was when she was giving her greatest mission. One of the most powerful types of monster had been seen on a direct course to her home village a dangerous Elder Dragon known as a White Fatalis. Elder Dragons are highly powerful beasts that are so outside of the norm of other animals and so immensely powerful they're often revered as gods but are flesh and blood; of course people do say even beyond death they still harbour power. Anyway at first the guild refused to give Andrea the mission concerned her personal investment in protecting her village would cloud her judgement of course they soon relented as the Hunter they wished to send in her place was forcibly delayed.
Her journey home was uneventful, apart from a few monster attacks, but when she arrived a great deal of celebration broke out. She toured her home town now built up into a fortress town equal to Dundroma, she reaffirmed bonds with her friends. Imagine he surprise that when she want to check in on the youth she saved so long ago was now the village elder! Andrea was immensely happy that the life she saved had turned out to be worth something. Of course what was the most emotional was the tear-jerker of a reunion with her ageing parents. They were still both alive but they apologised for how they treated Andrea when she was a child; after all her courage had managed to vastly improve the village's quality of life.
Having affirmed her bonds with those she cared for Andrea rested and prepared for what would prove to be the greatest fight of her life. After days of tracking she tracked down the White Fatalis putting herself between it and the path to her home. For days she fought with the beast sustaining great injuries even losing an eye in the process but finally she defeated the beast slaying it. Of course once she did so her strength faded and everything went black as death claimed her....or so she fought. Andrea awoke hours later amazed that her eye was fully restored yet she it wasn't until she got home that she learned the truth.
At first her fellow villagers were terrified of the bestial eye that had seemingly forcibly inserted itself inside of Andrea's head (although the truth is a lot more complex than that) yet once they were reassured she was herself a massive celebration was thrown! Days of festivities passed before Andrea made her final goodbyes and returned to the stone embrace of Dundroma. Of course once she was there she was invited to a meeting with the Guild Master, a legendary figure, who told her the truth of the White Fatalis. Long had the species known as the White Fatalis been around destroying all in their path but they were not native to the land Drumdroma and the other villages inhabited. No instead White Fatalis had come from across the sea yet nobody had ever decided to take the fight to them.
Driven by curiosity and a burning desire to know the truth Andrea volunteered to find the White Fatalis' origin and so set out across the sea; of course she was suggested to hide her unnatural eye to avoid suspicion. With her armour and a highly advanced long distance air ship Andrea set out on her trip;. Sadly the airship was not advanced enough and during her travels storms brought her low. The last thing she remembers was a bolt of lightning impacting against her airship, timbers creaking and the cold waters wrapping around her. Everything went dark and she found herself waking up among the wreckage upon the beaches of Holodrum; little did she know that unnatural eye of hers had protected her the power of its original owner persisting beyond death.
In the five months since her...chaotic arrival in Holodrum Andrea has settled in as a mercenary for hire and while yes it disgusts her, she does believe in the self-help ideology after all, the Huntress knows that she needed to survive however long it took to find a way to continue her mission. Of course five months of finding a place to live, fitting into the very...alien land of Holodrum and researching a way to continue her journey have revealed leaving may be harder than simply finding transport. Of course that doesn't stop her! She is going to tame the storms that seal the Isle of the Old Gods from the rest of the world and she WILL be going home! It's just a matter of when.....
APPEARANCE
HEIGHT: Five and a half feet.
WEIGHT: One Hundred N' Twenty Three lbs.
APPEARANCE DESCRIPTION: Eyes. They are the key to the soul and if that saying is indeed true then Andrea would technically have two. You see her right eye? It's not hers. I'll spare you the details but her right eye is that of a dragons burning red with rage a black crack of a pupil running vertically. Of course it's rare that anybody actually sees this eye as she only removes her eye patch during combat; of course, somehow, she can still see perfectly fine despite an eye-patch. Oh and she can use her replacement eye just as well as a normal eye.
Moving onto the rest of her body short black hair mounts her head looking like a jagged misshapen crown first thing in the morning but once she comes it down her hair rests calmly atop her fair skin. White skin that has been tanned from exposure to the sun, marked by musculature from physical exertion and of course with a fair share of healed wounds focus mainly upon the chest and limbs. Call it luck, skill or providence but the sign of facial injury would be a long scar running diagonally over her right eye moving towards her nose.
Moving down to her body she is no buxom lass. Her torso is muscular but, like her body over all in fact, is indeed rather lithe. It's not the body of a muscle bound brute but neither is it the body of a rouge. She has the body of a warrior as in one who maintains a balance of speed, stamina and physical strength in all things a warrior's ideology she has a lot of faith in. After all what good is strength without the speed to hit your foes? What good is speed if you can't harm them? What good is offence without the endurance to keep it up? Andrea has trained to break free of a rock, paper, scissors system.
STATISTICS
Strength: Three (Above average)
Speed: Three (Above average)
Stamina: Three ( Above average)
Mana: 0 (poor)
Intelligence: Three (Above average)
MAGIC
Schimiede
Rank: Common
Type: Sword, shield and axe.
Handling: One handed and two handed
Description: The Schimiede has two forms to it. The first is a sword and shield form. The other is a large two handed axe formed by clipping the sword into the shield. The sword is four feet long, The blade is two and a half feet long nine inches wide, while the shield is a lot larger. The shield's three foot long providing plenty of defence and three feet wide allowing it to cover a nicely sized area. Over all the weapon has a very "forge" design to it on account of the shield being hardened alloy like an anvil and the blade itself a scorching red metal due to an organ known as an "inferno sack" housed inside.
The axe mode on the other hand is a different story entirely. Gaining the collective length of both the sword and the shield. Functioning as a handle the swords over all four feet of length is added onto the shields three feet creating a very large double headed axe that stands at a perhaps overly long seven feet. Of course when fighting beasts the size of houses the extra length, and the weight involved, becomes immensely useful. Appearance wise the axe maintains the red and metallic grey colour pallet of its prior form however the shield's edges have extended making the axe head an extra half foot wider. The only other difference is that the edges of the axe head burn with the same heat as the original sword did.
WEAPON ABILITIES
Name: Mode change
Type: Active
Rank: Uncommon
Stat Relation: N/A
Duration: Four posts but only for the elemental damage.
Cooldown: Three posts but only for the elemental damage.
Description: The "magic" effect of the Schimiede is two fold. By default it functions as a three foot and nine inches long blade, with it being a good four feet long in total, sword and and a three foot wide shield but with the press of a button Andrea can slot the sword into the shield connecting them together. You see the "shield" is technically the head of an axe and has been designed to be clipped to the sword making the oddly thick long sword function as a handle. The sword may only be a Longsword in terms of length but in terms of thickness it is closer to a Greatsword.
The magical effect of the blade comes from something known as an elemental phial inside of the shield. In Andrea's home nation magic does exist but not in a form humans can directly wield however the creatures of their world use a combination of magic and biology to perform feats such as producing lightning or breathing fire. In the case of Andrea's weapon an organ called an inferno sack was incorporated into the core of the shield/axe head allowing it to temporarily erupt into flames dealing fire based damaged on top of the "raw" damage. Of course this can only be done in the weapon's axe mode. I should mention when she changes modes she often adopts a totally different fighting style.
Type: Active
Rank: Uncommon
Stat Relation: N/A
Duration: Four posts but only for the elemental damage.
Cooldown: Three posts but only for the elemental damage.
Description: The "magic" effect of the Schimiede is two fold. By default it functions as a three foot and nine inches long blade, with it being a good four feet long in total, sword and and a three foot wide shield but with the press of a button Andrea can slot the sword into the shield connecting them together. You see the "shield" is technically the head of an axe and has been designed to be clipped to the sword making the oddly thick long sword function as a handle. The sword may only be a Longsword in terms of length but in terms of thickness it is closer to a Greatsword.
The magical effect of the blade comes from something known as an elemental phial inside of the shield. In Andrea's home nation magic does exist but not in a form humans can directly wield however the creatures of their world use a combination of magic and biology to perform feats such as producing lightning or breathing fire. In the case of Andrea's weapon an organ called an inferno sack was incorporated into the core of the shield/axe head allowing it to temporarily erupt into flames dealing fire based damaged on top of the "raw" damage. Of course this can only be done in the weapon's axe mode. I should mention when she changes modes she often adopts a totally different fighting style.
PHARAOH LEAP.
MISC.
PLAYER ALIAS: Lunar/Moon
FACE CLAIM: Original artwork/NA
REFERENCE: Google and that top roleplay sites thing.
ALTS: NA.
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