Name :
Age :
Gender : (can include anything beyond the binary, including pan, a, etc.)
Appearance : (at the very least, include height range, weight range, color of skin, hair, eyes, etc.; more heavily-detailed characters will have more precise descriptions in my chapters, and characters that skimp out on details will almost always end up being bald-headed rejects from an in-vitro fertilization facility. Don't subject your character to that fate.)
Personality :
(For Knights and Gremlins only) Battlefield Strengths (think medic work, reconnaissance, sabotage, interception, etc.) :
(For Officers and Devilites) Logistics Strengths (think supply logistics, intel, command, economics etc.) :
(If applicable) Civilian Occupation (think construction worker, chef, biotech, architect, internal medicine physician, orthodontist, physical rehab trainer, etc.) :
Background Story (not recommended to fill in unless you believe you are capable of writing without boring your readers) :
Changes to Spiral Knights canon :
- No Undead is independent in thought unless s/he is possessed by a phantom or Almirian.
- Knights have civilian occupations; the pursuit to unlock the Core is cancelled. Permanently.
- Devilites are at identical physical properties of the Knight on average, though they have a wider range of body types. Glorgos are felons punished by Devilite law.
- Gremlin practitioners of medicine are notorious for causing cancer in patients; the only reason they use Mending Wands is for cheapness of labor.
- Silkwings emit compounds that repair telomeres and allow cells to re-grow new flesh, and thus provide healing for seemingly fatal wounds. However, extensive use increases the risk of cancer.
- Slimes regenerate health when placed in appropriate conditions / ingest appropriate items. Non-elemental organisms from the Slime family rely on extraction of liquids for reparation.
- Cradle consists of 300 levels, though there is a stop every 10 levels.
- All Sprite abilities are amplified five times their normal capacity; Sprites are owned solely by extremely wealthy or capable individuals; possession of a Sprite without the required license is a felony consisting of a 250000 crown fine. Sprites' AIs can advance to Isoran-like intelligence after full development, meaning at least three "ultimate" abilities are required to have that intelligence be manifested. Their consciences can be illegally transferred to a body for at least 10000000 crowns.
- Energy solidification exists via the conversion of mist energy. The practice is heavily regulated, and any attempts to distill mist energy at home is the same as homebrewing narcotics without a license. Their punishments are similar too.
- The armor that Knights use are exosuit bases that have helmet and chassis nodes, hence why helmets and armor sets are separate pieces of equipment. Additional nodes all add up to a total 6 more miscellaneous-use tools, such as grapple hooks, rope, medical kits, conventional ammunition, etc.
- The following weapons use "conventional ammunition", meaning they follow the ballistics-styled design :
Punch Gun
Pummel Gun
Chilling Duelist
Pierce Blaster
Breach Blaster
Riftlocker
Needle Shot
Strike Needle
Blitz Needle
Toxic Needle
Blight Needle
Plague Needle
All Antigua Lines
All Magnus Lines
Dark Chaingun
Black Chaingun
Grim Repeater
- In addition, all 5* weapons excluding bombs, the Antigua Line, and the Flourish Line now require two hands to use. All handguns besides the exceptions are now rifles upon achieving 5* status.
- 5* swords have two versions : Mk I (Shorter in length and mass, but can be wielded one-handed), Mk II (Larger, can be wielded two-handed, and can convert to different weapon / tool modes including dual wield. However, the removal of the shield is required to use the Mk IIs to the full extent).
- It is possible to directly craft a 5* weapon without any precursor builds, provided the necessary materials from the lowest iteration to the highest iteration are all there.
- All guns who aren't mentioned in the ballistics section use energy, and thus are affected by energy levels in the area. Blackouts and EMPs can and will disable energy weapons, though the exoskeletons are hard-wired to withstand even a series of magnetic disruptions.
- Guilds are all now privately-owned companies.
- 60% of all conflicts concerning Isorans derive from guild-related activities. As a whole, the Spiral Order is not at fault for any guild's actions. In addition, Knights are now liable to persecution against intelligent demographics of Cradle. The days of plundering are long-gone. Of course, if an entity presents itself as a major threat, the Spiral Order will place Haven into a war-time state again, and will use all of its resources to destroy said entity. Take the Tinkinzar's word of advice and don't do that.
- Only a few enemies will have bound weapons; you are free to pick up Thwack Hammers at your own discretion.
So with that out of the way...well, this is going to be a variable series of short stories of unrelated characters. You create the people, I put them in a scenario, life goes on. You may create a character using the application and STRICTLY that application. Any attempt to do so otherwise will receive my scorn. Also, any characters that are seemingly plagiarized will not be accepted, and the offending player shall forever more have my lowest opinions.
Another detail : when making an application, please remove all the quotes in the parentheses to formally present your character. Failing to do so will automatically hold your character in suspension until you remove them.
So with that, begin creating apps, if you will.
The Surgeon, as many had dubbed him up at Haven, was a man almost bored to death by almost any and all things. You could tell it in his glazed eyes, as though they had been fried by years of looking at screens and lightbulbs and then dunked in some sort of liquid as though a doughnut were, that he had seen quite a lot in under the three decades he had been alive.
Then again, seeing a lot was quite the norm for any immigrant from above. Considering that they, aliens from a planet lightyears upon lightyears away, had escaped a war-torn world (a war ironically started by their own attempts at genetic perfection as an attempt to wean themselves from their prosthetic dependency), things such as corpses and cadavers were no surprise for the surviving “Sky-People”.
His dazed gaze remained so as he surveyed, almost scrutinized the area with the two milky globes. Not even the veil of black bangs could hide his disdain for the world he had lived in.
Except for an overabundance of blue lights in the distance, there was no cause for alarm on this stratum. Darkness was always a foreboding sign in the world the Surgeon and his kind had landed on, and yet...no signals, no sensors went off. There wasn’t anything that resembled even an inkling of hostility to the man drenched in blood.
Crushing the long-forgotten loam under his feet, the Surgeon pressed forward, sauntering as he always did above and below the levels. It was less laborious than if he were to walk like an upstanding soldier; besides, it wasn’t his character.
And then the sensors noted something green. He was in close proximity with the blue lights now, and though he suspected as much, he was still a tiny bit surprised.
That was not, however, the source of his amusement.
Two bodies lain in front of him, one living, one dead, and yet...both were so pale white…
The Surgeon kicked the first body aside, a man with frazzled brown hair wearing a lab-coat all too similar to that of the Surgeon’s, and attempted to kneel down. He recoiled, however, as the glowing blue stuff had made its way into his nostrils.
Silkwing dust. It was a cancerous thing, really, that Gremlins and various other blighted organisms on the planet placed their faith into when wounds were more important than a failing set of organs.
So the Surgeon pulled a white, gloved hand into the recesses of his coat, and produced a gas mask. After slicking his hair back, the Surgeon practically slapped on the apparatus. Through its tinted lenses, he could see that pale body once again, without fear of paying a price too steep.
Mostly human in appearance, the individual he gazed upon was something of a genetic splicing experiment gone wrong. The other body, the one of the dead lab-coat, was a man he personally knew as the Geneticist. A man tossed out from the safe walls of Haven for his pursuits in reviving the Morai, the Geneticist was a mad genius in his field, though his goals were very, very narrow-minded.
Or so it was once thought. The bastard actually managed to create something out of organisms from two different Orders, taxonomically speaking. Silkwing dust danced off like snowflakes from the hybrid’s hair, which was long and silky as opposed to the usually short and fuzzy hairs most other Silkwings would have.
Well, besides a narrow-minded view on life, the Surgeon differed in one other aspect from the Geneticist : cruelty. A sadist above all things, the Surgeon often enjoyed complicating his operations for the anxiety caused in others. Even if he had an unrealistic 40% success rate for a battle medic, his 85% success rate in civil conditions was unheard of, and so the denizens of Haven clung to his coat for their lives.
He always seemed to have a good laugh when another clinically depressed kid received a massive candlelight ritual. Now, he wasn’t a Darwinist by any means; he did not believe in the fact that depression was a pre-ordained thing.
And perhaps his amusement arose from this ignorance. Ignorance that people are born for failure, and that only a few hands could right that wrong.
And as those hands dug into the white folds for a scalpel, a thought crossed his mind : what wrong?
He nudged the unconscious hybrid so its chest was facing his : completely human in appearance, save for the thin ribs jutting out of the skin. No, he'd have no remorse today.
He'd just have fun.