Post by Hilde Møller Knag on Aug 14, 2009 0:19:22 GMT -5
Name:
Hilde Møller Knag
Age:
17
Gender:
F
Eyes:
Blue-Green, with... pink flower/star/squiggly.... uh... just look at the pictures.
Hair:
White/Blonde with green/blue highlights... erm... cloud-ish. Just look at the pictures.
Personality:
Though at first glance, and indeed, most of the time on the outside, Hilde is warm and cheerful. She easily makes acquaintances, is very approachable, and won't hesitate to help a person who asks for assistance. She has an unusually polite and formal manner of speech, going so far as to favor 'Well met' over a simple 'Hi' or even 'Hello'. Hilde also tends to misunderstand figures of speech, sometimes, resulting in some misunderstandings.
Impressed so far?
Then that simply means you've fallen for her mask. Underneath this is a terrifying entity that is devoid of all but a cold, bitter, all-consuming loathing for the man who killed her family, his guild, and everybody related to them to the first degree. This side is usually entirely visible in its stoic brutality whenever she is on a hit, but only when she is alone. She prefers to keep this part of herself to herself.
At this stage, she is completely silent. Her warm, fuzzy persona is frozen into a chilling blankness that she suspects not even the friendly Guild Master Helical Shughart will abide. Though most times, she will calmly try to - and certainly can - hit the mark without injuring anybody who happens to get in the way, an exception is made for those she has a grudge against. For Hilde, the life of whoever is standing between her and retribution is forfeit.
Physical Description:
Hilde (right) and Guild Master Helical Shughart (left), 7 years ago
A mirror darkly
Big city dress
Party dress
Operations suit
Casual... very casual...
Training graduation, five years ago. Pay attention to the drill. It's important.
Occupation:
A-Rank Gunman, promotion to S-Rank is likely just a matter of time
"Gunman" - a rare class of combat mage who specializes in the use, and magical amplification of, firearms. Due to the rarity of firearms, as well as the unpopular role of using magic merely as support for a weapon, there are currently less than ten Gunmen known to Crimson Lotus and Shrike Teppelin.
Guild:
Crimson Lotus
Location of Guild Tattoo:
Her Nape
Specialty:
* Firearms - Hilde is arguably one of the greatest marksmen on the continent, if not the planet. Her aim is accurate enough that, combined with her use of Helix, she is capable of hitting a moving target at distances up to 4000 meters away. Additionally, Hilde is highly skilled and experienced in the art of 'Gun Fu'. Her proficiency with guns is such that she can reload and triangulate more quickly than others.
* Helix - See below
* Raaki! - Exactly what it says. Hilde is especially lucky when it comes to shooting things. Even when dizzy from spinning during a gunfight, she is very likely to hit her target anyway by firing blindly in their general direction.
History:
This is the tale of a young woman who seeks retribution. A young woman caught in a war she had never known all her life... until one fateful day...
Seven years ago, a little girl came home to see her house in flames, pillars of smoke rising up into the sky to block out the clouds as tongues of fire continued to lick her abode. Inside, her parents were trapped, screaming for some absent kind soul to have mercy and help them. The girl, though she wanted to do so above else, and had indeed run to aid her parents, was rooted into place.
A man emerged from behind the raging inferno, a man whose very soul emanated malice, reflected perfectly by the sadistic grin on his face as she watched her squirm in her invisible bonds. Clearly, it was he who had stopped her from coming to her parents' rescue. He did not even allow her to avert her eyes from the scene. And so, this young girl, so innocent and clueless of the world, was forced to watch the horror of losing everything that she loved.
She did not know when, but by the time she realized it, the man had left, leaving behind two other men with her. Of course, where the man had gone, it was not important. The child was too consumed by grief to care about anything else. Only the sorrow of this sordid sight was on her mind, and nothing else, even as the two men had their way with her.
Or would have, at least.
A flash of light. A raging cry of battle. And before they could touch her, the two men erupted into the most beautiful thing the girl had ever seen: a crimson lotus of flesh, blood, and bone.
As she collapsed to the ground, the child looked up and saw something unforgettable: sunglasses.
When she came to, the young girl wondered, hoped, that it was all a nightmare. But when she looked around, she found herself in an unfamiliar bed, in an alien room. And that was where she broke down, and released her sorrow into the world with a cry of anguish. So many questions had come to mind. Most nagging of which was why her? What did her parents ever do to perish in such a horrible way?
The door opened, and a man stepped into the room. The first thing she noticed about him... sunglasses.
"It was Langstrom," said the man, "Langstrom of Saint Wyvern." That was what he said before approaching her, almost as if knowing what had just come up on her mind. Yes, she wanted to know who it was. But why did she? Why did she want to know?
Scattered agony and confusion came together in her heart. They danced with each other for several minutes as the man towered above her, patiently waiting for an answer. And just like that, it came to her like a spark of inspiration. It was clear as the dawn itself, when beads of dew clung fast to the silent blades of grass and appeased the eyes of those who would stoop down to watch them.
"Take me to him." Said the girl, as she looked up to the man with sunglasses.
The man only grinned, wildly, to some extent, as if understanding her reasons why. He asked, "What will you do to him if I do that?"
"I'll kill him," replied the girl, "Kill him like he killed my parents."
The man put a reassuring hand on her shoulder. It was rough, possibly from the use of many a weapon. "Then you'll have to learn how." He placed a strange necklace in her hand, nothing more than a strange, spiral ornament with a string attached. The man stood up and turned to leave, his cape billowing behind him. "Follow me, and I can help you out with that... at a price."
With that, the man closed the door, leaving the young girl alone again, with herself. Herself and the necklace. She held it tight in her hands as she remembered all these questions. Now, none of them mattered any longer. Because the only question that truly counted in the depths of her heart, 'who was he?', had already been answered. From there, she decided herself on what had to be done, to get to that man.
From that point on, she was taken under the wing of the man with sunglasses. Two years, she spent under hellish training, to learn how to fight, how to kill... how to spin. Two years, under the tutelage of that man with the sunglasses. The young girl's rage had subsided, disappeared into a coldly creeping desire for vengeance. Langstrom must die. Langstrom will die. She will make him die.
The girl grew up an assassin, ruthlessly slaying those that had been marked for her. Members of these dark guilds, who participated in businesses similar to the one that had killed her parents. These monsters could not be allowed to live. She would not allow another tragedy like that to happen again.
But all this time, she was well aware of the irony. To put down a dark guild for good, it would take another dark guild. That, which is what she was part of. More importantly, the young girl was aware of the greatest irony of all. In her pursuit of revenge, she had become the very monster she was seeking to kill. Those times when she had shot down members of Saint Wyvern, she found herself unquestioningly extending her wrath to those in the targets' immediate families.
Deep down within, she understood what the man with sunglasses had said. This was the price that she had to pay. So too did she think to herself. Only evil can destroy evil. But evil will create more evil as well. The answer to this paradox was obvious. And the young girl would not dare hide from its blatancy. "I will kill him," she whispers to herself, while in that dark room of hers, clasping her necklace. "I will kill him like he killed my parents. Then, I will kill myself."
This is the tale of a young woman who relentlessly pursues retribution. A young woman who cannot find peace of mind, for she knows that the only way to truly end this is to bring about the end of herself. This is my tale. I am Hilde Møller Knag.
Likes:
- Flowers
- Little animals
- Blue Skies
- Huddling up in her bed
Dislikes:
- Distractions
- Dark guildsmen
- Dark guild sympathizers
- Arrogant mages
- Self-righteousness
Positive Traits:
Most of the stuff on the outside. Hilde is kind, gentle, caring, and is easy to make friends with. She will not hesitate to greet you in the most polite manner possible, and will not mind if you go off into a long ramble. Hilde will often treat friends for no actual reason other than 'it's nice'. It should be noted, however, that all of her niceness is fake. Not that that's bad, it's just fake. Getting real, she will do whatever she can to avoid 'collateral damage' during missions, with some exceptions. As long as you're not involved with Saint Wyvern, you can at least trust her to not kill you.
Negative Traits:
Hilde is empty on the inside. If you could read her heart like a book, all you will find is a long, drawn out, repetitive group of sentences that state her single desire. To kill Langstrom of Saint Wyvern. When assassinating Saint Wyvern mages, she will kill anybody who gets in the way. She will furthermore kill said mages' immediate families, regardless of whether they are guilty of anything or are innocent. Focus on this hatred is the only thing left to drive her. Words like "I'm glad to be your friend" that she says often to 'friends' are as hollow as an empty jar. Mask wise, she has a tendency to misunderstand figures of speech, resulting in strange conclusions.
Skills:
Helix
One of six existing Helix Cores.
Helical Shughart, in his own bombastic way, describes Helix as "The power that guides an arrow in its flight, lets man roll across vast distances faster than his legs can ever hope to take him, and makes day and night themselves possible". Helix, put simply, is a magic that focuses on manipulating centrifugal forces, centripetal forces, and all other physical forces that directly relate to them. The key term here is 'manipulate'. The only objects that can be affected by the use of Helix are objects that are already spinning. Much like inertia, it will take an outside force to make something viable for Helix manipulation. Furthermore, 'tagging' objects by touching them is necessary to establish a connection that allows manipulation when it starts spinning.
The ability to use Helix on an item is affected by factors such as the object's physical properties like size, mass, etc, and the mage's experience, innate magical power, etc. Obviously, it would be impossible to manipulate the spin of something the size of the world, or even the moon. That being said, to make a mountain spin just so you can manipulate it, on the other hand, is a daunting, and impractical task. An experienced Helix mage will be able to perform quite a few interesting tricks with the right amount of creativity.
Helix was created by mages who performed intensive research on physics some three hundred years ago as a test of their understanding of the physical laws and their ability to master them. The sum resulting magical force has been compressed into six 'Helix Cores'. These devices are capable of converting a person's raw magical potential into Helix ability at a command. Prolonged use will generate eventual semi-independence of the owner, that is to say, the ability to use Helix without the assistance of a Core, albeit with 40% reduced effectiveness. The Helix Cores were scattered across the continent in an 'explosive' laboratory accident a hundred years later, some having since found their way into the hands of various individuals and organizations.
Shrike Teppelin's Guild Master Algernon, a descendant of one of the researchers, was able to recover three, two of which he placed in the care of its elite Crimson Lotus branch. When Crimson Lotus went rogue, Helical Shughart brought those two Cores with him (he used one of them, after all), saving one for somebody he considered worthy of its power.
Hilde utilizes her skills in Helix in several ways:
Ballistic Guide
Hilde can utilize Helix to alter a bullet's trajectory, and flight path, as well as affect other force-related factors. As long as she sees the target, a hit where she wants it to be is guaranteed, as the bullet will maneuver around, over, and under obstacles at her command much like a guided missile. It should be noted that since performing a 180 degree turn severely hampers a bullet's velocity and spin to the point of stopping, doing this is impossible (shifting to reverse gears in the case of driving). Instead, a bullet that missed the target can circle around and try to hit it a second time (driving around the block).
Ballistic Drive
Should the distance exceed 2000 meters (or whatever the maximum effective range of the gun she's using is), Hilde can increase the spin once so that its velocity is recovered and it can continue on to hit the far-off target. This boost can send it as far off as another 2000 meters. Alternatively, if the target is within the weapon's effective range, it can be further accelerated to increase momentum, and thus, penetrating power. Combining this with Ballistic Guide is possible to a certain extent, but requires additional concentration on her part. It is given that disturbing her at that point will cause her to lose control of the bullet's spin.
Gun Brawl
Utilizing the same mechanic as Ballistic Drive, only applied to her body during close quarters 'Gun Fu' combat. This can be used to enhance the striking force of spin/roundhouse kicks, boost reaction speed (when spinning, of course), and allow spin jumps to land much farther than normally possible, albeit at the cost of making her dizzy. (see Raaki! above)
Accessories:
Joanna, Hilde's signature weapon.
Joanna is a custom weapon, one of three firearms built to Hilde's stringent specifications at the cost of large sums from Guild Crimson Lotus' funding. Payment for these are deducted from her pay in installments. Joanna is a .50 caliber semi-automatic "anti-mage" rifle, designed for the express purpose of killing mages, with a maximum effective range of 2000 meters. The high caliber was selected specifically for the purpose of maximizing the firepower available in one shot, as the average mage would easily be able to neutralize most other bullets. Its magazine houses ten rounds and is capable of operating even in adverse climates like desert and tundra, making it highly reliable.
Sofie and Alberto
Sofie and Alberto are custom made sidearms, built to Hilde's stringent specifications at the cost of large sums from Guild Crimson Lotus' funding. They are .45 caliber semi-automatic tactical assault pistols with a maximum effective range of 50 meters. Their clips house twelve rounds. They are capable of firing even under harsh environmental conditions, and are highly reliable, making them suitable for the use of assassins. Hilde uses one in each hand when engaging in Gun Fu.
Hilde Møller Knag
Age:
17
Gender:
F
Eyes:
Blue-Green, with... pink flower/star/squiggly.... uh... just look at the pictures.
Hair:
White/Blonde with green/blue highlights... erm... cloud-ish. Just look at the pictures.
Personality:
Though at first glance, and indeed, most of the time on the outside, Hilde is warm and cheerful. She easily makes acquaintances, is very approachable, and won't hesitate to help a person who asks for assistance. She has an unusually polite and formal manner of speech, going so far as to favor 'Well met' over a simple 'Hi' or even 'Hello'. Hilde also tends to misunderstand figures of speech, sometimes, resulting in some misunderstandings.
Impressed so far?
Then that simply means you've fallen for her mask. Underneath this is a terrifying entity that is devoid of all but a cold, bitter, all-consuming loathing for the man who killed her family, his guild, and everybody related to them to the first degree. This side is usually entirely visible in its stoic brutality whenever she is on a hit, but only when she is alone. She prefers to keep this part of herself to herself.
At this stage, she is completely silent. Her warm, fuzzy persona is frozen into a chilling blankness that she suspects not even the friendly Guild Master Helical Shughart will abide. Though most times, she will calmly try to - and certainly can - hit the mark without injuring anybody who happens to get in the way, an exception is made for those she has a grudge against. For Hilde, the life of whoever is standing between her and retribution is forfeit.
Physical Description:
Hilde (right) and Guild Master Helical Shughart (left), 7 years ago
A mirror darkly
Big city dress
Party dress
Operations suit
Casual... very casual...
Training graduation, five years ago. Pay attention to the drill. It's important.
Occupation:
A-Rank Gunman, promotion to S-Rank is likely just a matter of time
"Gunman" - a rare class of combat mage who specializes in the use, and magical amplification of, firearms. Due to the rarity of firearms, as well as the unpopular role of using magic merely as support for a weapon, there are currently less than ten Gunmen known to Crimson Lotus and Shrike Teppelin.
Guild:
Crimson Lotus
Location of Guild Tattoo:
Her Nape
Specialty:
* Firearms - Hilde is arguably one of the greatest marksmen on the continent, if not the planet. Her aim is accurate enough that, combined with her use of Helix, she is capable of hitting a moving target at distances up to 4000 meters away. Additionally, Hilde is highly skilled and experienced in the art of 'Gun Fu'. Her proficiency with guns is such that she can reload and triangulate more quickly than others.
* Helix - See below
* Raaki! - Exactly what it says. Hilde is especially lucky when it comes to shooting things. Even when dizzy from spinning during a gunfight, she is very likely to hit her target anyway by firing blindly in their general direction.
History:
This is the tale of a young woman who seeks retribution. A young woman caught in a war she had never known all her life... until one fateful day...
Seven years ago, a little girl came home to see her house in flames, pillars of smoke rising up into the sky to block out the clouds as tongues of fire continued to lick her abode. Inside, her parents were trapped, screaming for some absent kind soul to have mercy and help them. The girl, though she wanted to do so above else, and had indeed run to aid her parents, was rooted into place.
A man emerged from behind the raging inferno, a man whose very soul emanated malice, reflected perfectly by the sadistic grin on his face as she watched her squirm in her invisible bonds. Clearly, it was he who had stopped her from coming to her parents' rescue. He did not even allow her to avert her eyes from the scene. And so, this young girl, so innocent and clueless of the world, was forced to watch the horror of losing everything that she loved.
She did not know when, but by the time she realized it, the man had left, leaving behind two other men with her. Of course, where the man had gone, it was not important. The child was too consumed by grief to care about anything else. Only the sorrow of this sordid sight was on her mind, and nothing else, even as the two men had their way with her.
Or would have, at least.
A flash of light. A raging cry of battle. And before they could touch her, the two men erupted into the most beautiful thing the girl had ever seen: a crimson lotus of flesh, blood, and bone.
As she collapsed to the ground, the child looked up and saw something unforgettable: sunglasses.
When she came to, the young girl wondered, hoped, that it was all a nightmare. But when she looked around, she found herself in an unfamiliar bed, in an alien room. And that was where she broke down, and released her sorrow into the world with a cry of anguish. So many questions had come to mind. Most nagging of which was why her? What did her parents ever do to perish in such a horrible way?
The door opened, and a man stepped into the room. The first thing she noticed about him... sunglasses.
"It was Langstrom," said the man, "Langstrom of Saint Wyvern." That was what he said before approaching her, almost as if knowing what had just come up on her mind. Yes, she wanted to know who it was. But why did she? Why did she want to know?
Scattered agony and confusion came together in her heart. They danced with each other for several minutes as the man towered above her, patiently waiting for an answer. And just like that, it came to her like a spark of inspiration. It was clear as the dawn itself, when beads of dew clung fast to the silent blades of grass and appeased the eyes of those who would stoop down to watch them.
"Take me to him." Said the girl, as she looked up to the man with sunglasses.
The man only grinned, wildly, to some extent, as if understanding her reasons why. He asked, "What will you do to him if I do that?"
"I'll kill him," replied the girl, "Kill him like he killed my parents."
The man put a reassuring hand on her shoulder. It was rough, possibly from the use of many a weapon. "Then you'll have to learn how." He placed a strange necklace in her hand, nothing more than a strange, spiral ornament with a string attached. The man stood up and turned to leave, his cape billowing behind him. "Follow me, and I can help you out with that... at a price."
With that, the man closed the door, leaving the young girl alone again, with herself. Herself and the necklace. She held it tight in her hands as she remembered all these questions. Now, none of them mattered any longer. Because the only question that truly counted in the depths of her heart, 'who was he?', had already been answered. From there, she decided herself on what had to be done, to get to that man.
From that point on, she was taken under the wing of the man with sunglasses. Two years, she spent under hellish training, to learn how to fight, how to kill... how to spin. Two years, under the tutelage of that man with the sunglasses. The young girl's rage had subsided, disappeared into a coldly creeping desire for vengeance. Langstrom must die. Langstrom will die. She will make him die.
The girl grew up an assassin, ruthlessly slaying those that had been marked for her. Members of these dark guilds, who participated in businesses similar to the one that had killed her parents. These monsters could not be allowed to live. She would not allow another tragedy like that to happen again.
But all this time, she was well aware of the irony. To put down a dark guild for good, it would take another dark guild. That, which is what she was part of. More importantly, the young girl was aware of the greatest irony of all. In her pursuit of revenge, she had become the very monster she was seeking to kill. Those times when she had shot down members of Saint Wyvern, she found herself unquestioningly extending her wrath to those in the targets' immediate families.
Deep down within, she understood what the man with sunglasses had said. This was the price that she had to pay. So too did she think to herself. Only evil can destroy evil. But evil will create more evil as well. The answer to this paradox was obvious. And the young girl would not dare hide from its blatancy. "I will kill him," she whispers to herself, while in that dark room of hers, clasping her necklace. "I will kill him like he killed my parents. Then, I will kill myself."
This is the tale of a young woman who relentlessly pursues retribution. A young woman who cannot find peace of mind, for she knows that the only way to truly end this is to bring about the end of herself. This is my tale. I am Hilde Møller Knag.
Likes:
- Flowers
- Little animals
- Blue Skies
- Huddling up in her bed
Dislikes:
- Distractions
- Dark guildsmen
- Dark guild sympathizers
- Arrogant mages
- Self-righteousness
Positive Traits:
Most of the stuff on the outside. Hilde is kind, gentle, caring, and is easy to make friends with. She will not hesitate to greet you in the most polite manner possible, and will not mind if you go off into a long ramble. Hilde will often treat friends for no actual reason other than 'it's nice'. It should be noted, however, that all of her niceness is fake. Not that that's bad, it's just fake. Getting real, she will do whatever she can to avoid 'collateral damage' during missions, with some exceptions. As long as you're not involved with Saint Wyvern, you can at least trust her to not kill you.
Negative Traits:
Hilde is empty on the inside. If you could read her heart like a book, all you will find is a long, drawn out, repetitive group of sentences that state her single desire. To kill Langstrom of Saint Wyvern. When assassinating Saint Wyvern mages, she will kill anybody who gets in the way. She will furthermore kill said mages' immediate families, regardless of whether they are guilty of anything or are innocent. Focus on this hatred is the only thing left to drive her. Words like "I'm glad to be your friend" that she says often to 'friends' are as hollow as an empty jar. Mask wise, she has a tendency to misunderstand figures of speech, resulting in strange conclusions.
Skills:
Helix
One of six existing Helix Cores.
Helical Shughart, in his own bombastic way, describes Helix as "The power that guides an arrow in its flight, lets man roll across vast distances faster than his legs can ever hope to take him, and makes day and night themselves possible". Helix, put simply, is a magic that focuses on manipulating centrifugal forces, centripetal forces, and all other physical forces that directly relate to them. The key term here is 'manipulate'. The only objects that can be affected by the use of Helix are objects that are already spinning. Much like inertia, it will take an outside force to make something viable for Helix manipulation. Furthermore, 'tagging' objects by touching them is necessary to establish a connection that allows manipulation when it starts spinning.
The ability to use Helix on an item is affected by factors such as the object's physical properties like size, mass, etc, and the mage's experience, innate magical power, etc. Obviously, it would be impossible to manipulate the spin of something the size of the world, or even the moon. That being said, to make a mountain spin just so you can manipulate it, on the other hand, is a daunting, and impractical task. An experienced Helix mage will be able to perform quite a few interesting tricks with the right amount of creativity.
Helix was created by mages who performed intensive research on physics some three hundred years ago as a test of their understanding of the physical laws and their ability to master them. The sum resulting magical force has been compressed into six 'Helix Cores'. These devices are capable of converting a person's raw magical potential into Helix ability at a command. Prolonged use will generate eventual semi-independence of the owner, that is to say, the ability to use Helix without the assistance of a Core, albeit with 40% reduced effectiveness. The Helix Cores were scattered across the continent in an 'explosive' laboratory accident a hundred years later, some having since found their way into the hands of various individuals and organizations.
Shrike Teppelin's Guild Master Algernon, a descendant of one of the researchers, was able to recover three, two of which he placed in the care of its elite Crimson Lotus branch. When Crimson Lotus went rogue, Helical Shughart brought those two Cores with him (he used one of them, after all), saving one for somebody he considered worthy of its power.
Hilde utilizes her skills in Helix in several ways:
Ballistic Guide
Hilde can utilize Helix to alter a bullet's trajectory, and flight path, as well as affect other force-related factors. As long as she sees the target, a hit where she wants it to be is guaranteed, as the bullet will maneuver around, over, and under obstacles at her command much like a guided missile. It should be noted that since performing a 180 degree turn severely hampers a bullet's velocity and spin to the point of stopping, doing this is impossible (shifting to reverse gears in the case of driving). Instead, a bullet that missed the target can circle around and try to hit it a second time (driving around the block).
Ballistic Drive
Should the distance exceed 2000 meters (or whatever the maximum effective range of the gun she's using is), Hilde can increase the spin once so that its velocity is recovered and it can continue on to hit the far-off target. This boost can send it as far off as another 2000 meters. Alternatively, if the target is within the weapon's effective range, it can be further accelerated to increase momentum, and thus, penetrating power. Combining this with Ballistic Guide is possible to a certain extent, but requires additional concentration on her part. It is given that disturbing her at that point will cause her to lose control of the bullet's spin.
Gun Brawl
Utilizing the same mechanic as Ballistic Drive, only applied to her body during close quarters 'Gun Fu' combat. This can be used to enhance the striking force of spin/roundhouse kicks, boost reaction speed (when spinning, of course), and allow spin jumps to land much farther than normally possible, albeit at the cost of making her dizzy. (see Raaki! above)
Accessories:
Joanna, Hilde's signature weapon.
Joanna is a custom weapon, one of three firearms built to Hilde's stringent specifications at the cost of large sums from Guild Crimson Lotus' funding. Payment for these are deducted from her pay in installments. Joanna is a .50 caliber semi-automatic "anti-mage" rifle, designed for the express purpose of killing mages, with a maximum effective range of 2000 meters. The high caliber was selected specifically for the purpose of maximizing the firepower available in one shot, as the average mage would easily be able to neutralize most other bullets. Its magazine houses ten rounds and is capable of operating even in adverse climates like desert and tundra, making it highly reliable.
Sofie and Alberto
Sofie and Alberto are custom made sidearms, built to Hilde's stringent specifications at the cost of large sums from Guild Crimson Lotus' funding. They are .45 caliber semi-automatic tactical assault pistols with a maximum effective range of 50 meters. Their clips house twelve rounds. They are capable of firing even under harsh environmental conditions, and are highly reliable, making them suitable for the use of assassins. Hilde uses one in each hand when engaging in Gun Fu.