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» For Whom The Bell Tolls (Awakening)
Heiss (Junction Manipulator): EmptyThu Sep 19, 2024 8:54 am by Yoshio

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 Heiss (Junction Manipulator):

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Telos

Telos


Posts : 1394
Join date : 2016-05-26
Age : 23
Location : Somewhere in time and space

Heiss (Junction Manipulator): Empty
PostSubject: Heiss (Junction Manipulator):   Heiss (Junction Manipulator): EmptySat Mar 24, 2018 2:45 pm


Heiss
"Imagination is a weapon. People who fail to use it tend to die first."


The Biography


Birth Name: Heiss Stocke
Aliases: Heinrich
Gender: Male
Age: 55
Birth Day: Feburary 13.
Species/Race Name: Gnome
Original Homeworld Name: Histognomia
Arcana: Emperor (Arcana types can be found here.
Place of Residence: Top Ward
Vessel: A Black Book.
Academy Semester: (Are you a first, second, or third year in school? Note: Age is not the main factor in what year of school you are in on Junction)
Class: (We'll fill this in once you're approved. This will be your class in school)

Part/Full Time Job: Records Clerk (Part-time only):

Appearance: Heinrich looks like this:
Heinrich:

He is about 4 ft. 2in, and weighs a good 110 lbs. The average gnome tends to be about 4ft, so he's a bit taller than average.

Personality:
Heiss is, for the most part, the kind of person that, at first, seems like a simple, harmless, old man. That he's just a Records Clerk who wants to do something simple with his life for some money, hence the part-time work. Anyone asks what he used to do, he'd simply say he dealt with records like these, and nothing else.

The reality couldn't be any more different.

In truth, Heiss doesn't seem to care about anyone that's not useful to him, with one notable exception:

His nephew, who was also his best agent back when he was a spymaster.

When Heiss arrived on Junction, the two were separated, and Heiss will do anything to see his nephew again, having adopted the boy when his parents passed away, he grew fond of the boy, who was a quick learner and natural spy.

In pursuit of this goal, he is actually quite determined to achieve it, perfectly willing to stoop to just about any means necessary in order to achieve his goals, although he is careful not to attract undue attention, like any good spy.

Crafty, manipulative, creative, cunning, ruthless- those are all words that describe Heiss perfectly when it comes down to what he does, age be damned.

No matter how long it takes, he will get what he wants, in the end, because gnomes tend to live for quite a while (by human standards, anyways).

His body may be old by gnome standards, but his mind is still a steel trap of masterwork proportions.


 
The Potential
   


Strengths: (Anything your character is skilled in, such as Martial Arts/ Drawing/ etc? You are allowed a maximum of five strengths and a minimum of three.)

Strength Name: Spy Training:
Description: Heinrich, as the (former) head of his homeworld's Special Intelligence bureau in his nation, was a field operative once. As such, he has the skills of a spy, mainly that he has an easier time investigating something, having been trained to notice hidden things in objects.

Strength Name: Wisdom of Age:
Description: He wouldn't be here right now if he didn't have some experience under his belt, and that's something he has plenty of to fall back on. He is capable of working under pressure with a remarkable calm, relying on a fine-tuned inituition in order to make the most prudent course of action.

Strength Name: Mind of Steel:
Description: Heiss has a mind that could only be described as ironclad in terms of will. If he wants something, he will stop at nothing to achieve it. As such, he has 10% less chance to be affected by Fear.

Strength Name: Diabolical Charisma:
Description: Being a part of Special Intelligence requires a certain kind of talent with people that Heinrich possesses. This diabolical charisma makes it easier for him to persuade demons to his side by 10%.

Strength Name: Eye for Detail:
Description: Heiss has a keen eye for things, a talent and skill developed over the years from constant training and necessity in order to survive the occasional assassination attempt. As such, he has a 10% additional chance to hit with a gun.
-----
((Racial Strength: This is where you put any special powers that your race is capable of. This area is where your character truly comes alive. Things such as flight, shape shifting, or anything else your race can do is put here. This strength will be heavily scrutinized to ensure balance.)

Racial Strength Name: Natural Magic Resistance:
Description: All gnomes are blessed with a natural resistance to magic to compensate for their physical frailty, which means that Heiss takes 15% less damage from magic.

Weaknesses: (You must have the same amount of weaknesses as strengths. These weaknesses pertain to you and not your Persona. IE: Physically Weaker, lack of attention span, etc.)


Weakness Name: Not As Young As He Used To Be...
Description: Although Heiss's mind is still as strong as ever, his body still ages with the relative frailty that comes with it, which means that, physically speaking, he's not going to be doing much if the problem is that of physical force.

Weakness Name: Anger Repression:
Description: While Heiss is normally very hard to anger significantly, his repressed anger can be triggered with very little provocation at times, especially when his plans go awry. As such, he has a 10% additional chance of being inflicted with Rage.

Weakness Name: Lack of Empathy:
Description: Although Heiss is a good spy, and able to notice things that others cannot with the training, a lack of general empathy means that he has a harder time investigating people, as he lacks understanding of why they act the way they do.

Weakness Name: Vulnerability Act:
Description: Part of being able to sucker someone means you have to act vulnerable enough to convince them that you're no threat to them. For Heiss, this means that he blocks 10% less damage when he guards, so as to appear still somewhat vulnerable.

Weakness Name: Lack of CQC Skills:
Description: Heiss was never really one to go into a fistfight, and his skills with a melee weapon have significantly dulled since the days where he was capable of being a fine teacher to his nephew. As such, Heiss has a 10% additional chance to miss with his soulbound.

-----
((Racial Weakness: If you take a Racial Strength, you are required to take a racial weakness. This weakness must tie into your racial Strength and will be looked over just as heavily.)

Racial Weakness Name: Breakable Bones:
Description: Gnomes, as a species, are not usually good with physical combat due to their bones being more fragile than that of most other species. This means that Heiss takes 15% more damage from physical attacks.

Soul Bound Weapon: (This is the weapon you'll be able to summon to your hand while in combat. This weapon is special for your character specifically and allows you to fight Shadows and Demons without the need of summoning your Persona. This can be anything but a Gun (Or gun related weapon))


Weapon Name: Silencers:
Weapon Description: A pair of combat-claws that Heiss used back in his spy days, they're still kept as a last resort for him to use in a fight. The claws themselves are about 7 inches long in length, and can be retracted in order to keep them concealed.
Weapon Image: https://www.karatemart.com/images/products/large/dragon-claw-hand-blades.jpg
Weapon Attack Type: Slash
Weapon Element: (Leave this blank. Only special weapons obtain an element behind its blows.)

Side-Arm Weapon:

Side-Arm Name: Alistel
Side-Arm Description: A sniper-rifle about 13in. long which Heiss used on the occasions where he had to assassinate someone, it is designed to be able to be portable and easy to disassemble for ease of transport.
Side-Arm Image: https://pre00.deviantart.net/8dd2/th/pre/i/2015/168/d/8/djd_vos_movie_alternate_mode_by_destallano4-d8xmm1x.png
Side-Arm Attack Type: Gun
Side-Arm Style: Sniper Rifle - Aimed Shot - Accuracy and crit chance is increased by 20%, bullets also pierce through an enemy and ignore 10% of their PEnd. Takes a turn to charge/aim before able to fire. Consumes only one type of ammo per use. Can shoot only one enemy at a time.)




The Background
   


History: (At Least 2-3 Paragraphs, Must Include Details On Your Homeworld And How You Ended Up On Junction Or State You Were Born In Junction.)

Histognomia is a world populated by gnomes, lush in life, but also with magic, split into five nations.
These five nations are: Asil, Gora, Gnus, Lestec, and Gria.

Heiss was a citizen born in Asil, which was an authoritarian police state of a nation, where he managed to work his way up to, after about 12 years of work as a field agent, becoming the head of Asil's Special Intelligence department.

It was around this time that his brother died, leaving behind his nephew that Heiss took in and raised as his own child.

To Heiss's delight, his adopted nephew had the makings of a natural spy, and once he started working under his dear uncle, he proved himself to be Heiss's best agent.

Because of this, Heiss soon became quite the political power of his own, proving to Asil just how valuable the Special Intelligence department was in keeping Asil safe from enemy forces and the like.

Then, one day, Heiss and his nephew were caught in a mass displacement weapon fired by the other nations that had banded against Asil. Asil was covered by this red light, and when it faded, Asil was no more.

It had vanished.

The way a weapon of mass displacement works, you see, is a weaponized form of teleportation, i.e, it takes a mass, disassembles the molecules, and flings it off somewhere, often times not all together in one piece, although where exactly was unknown, no one had ever survived such a thing as far as anyone on Histognomia knew. It was the first time such a weapon of such a large scale had ever been deployed before as well, so they just assumed that they were dead, therefore.

It is due to this weapon that Heiss found himself in Junction, miraculously whole and well, but his nephew was gone.
Heiss dared not give up hope though. He figured that if he could survive such a thing, so could he.

Thus, Heiss set about first establishing himself in Junction, then to find the one person he cared about:
His nephew.


Last edited by Telos on Tue Apr 03, 2018 9:27 pm; edited 2 times in total
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CWIS

CWIS


Posts : 1019
Join date : 2017-05-09

Heiss (Junction Manipulator): Empty
PostSubject: Re: Heiss (Junction Manipulator):   Heiss (Junction Manipulator): EmptyTue Apr 03, 2018 7:55 pm

Analyzing Character Data.

Character Data At 85%.

Weakness 'Weak Furry' Dose not balance out racial strength. Please rework. Backstory is unclear, please elaborate on how Heiss came to be on Junction.

All Other Data Is Approved.

Please Update Noted Fields.
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CWIS

CWIS


Posts : 1019
Join date : 2017-05-09

Heiss (Junction Manipulator): Empty
PostSubject: Re: Heiss (Junction Manipulator):   Heiss (Junction Manipulator): EmptyWed Apr 04, 2018 2:05 am

Analyzing Changes.

All Requirements Met.

Congratulations New Citizen Of Junction, ID #TBN2353974 Otherwise Known As Heiss.

Welcome To Existence.
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