Member List
Calendar
F.A.Q.
Search
Log Out
Pokemon Forum - Pokemon Elite 2000  
 

Go Back   Pokemon Forum - Pokemon Elite 2000 » Interactive Boards » Role Play » Role Play Sign Ups & Discussion

Role Play Sign Ups & Discussion Sign up for and discuss Role Plays here. Have anything to ask about a Role Play you're in, or need to put up extra info for people to refer to? What if you need help with an idea that's missing that extra kick? Do it all here!


Reply
 
Thread Tools
  #1  
Old 04-19-2012, 02:05 AM
CM's Avatar
CM Offline
Dungeon Master
 
Join Date: Nov 2006
Location: FLAMING RATTATA!!!
Posts: 7,788
Send a message via AIM to CM
Default Shredded Sacred Bonds [SU/DS]

~Plot~

Every world and every culture has their own deities. It’s rare to find a whole world that believes in the same set of deities, but those places exist. One of the worlds is called Gaia. Not every region believes in the exact same deities, but they do believe in the same idea. The gods of this planet are called the Sacred Beasts. Now each region may have it’s own set of Beasts, but they all believe in the same story that tell of these mighty creatures. Long ago they set Gaia in balance with the species living there and the nature around them. After that they retreated to their own realm, somewhere between the physical world and the spiritual. But they never lost their connecting to the physical world.

In times of great need or change, the Sacred Beasts would choose human to partner with so they can once again exist in the physical world. Those chosen by a Sacred Beast become Guardians. Each Guardian is branded with a mark that signifies their bond with a Sacred Beast. Having this bond doesn’t give the Guardian any special skills other than being able to summon the Beast they are Guardian to and being able to sense other Beasts and Guardians. They also form a telepathic link with the Beast they are bonded to.

Only a few times were Guardians needed to bring the Sacred Beasts back to Gaia, but it had been centuries since then. Most of the young generation believe that the tales are just legends and that the Beasts have abandoned Gaia if they ever existed. Those who study the hunter or magical arts just know that the Beasts are still among them, just in a deep slumber in their own realm. However, things are no longer in balance as they once were.

One of the Beasts, a blood red dragon named Drakon, has become tired of how things are. He believes that things are not as they should be. He and his brethren should not be ignored. The humans are not fit to be the dominate species on Gaia and should only serve, or so he and a few of the others believe. It’s time to reform the world once again, but this time so that it’s the Sacred Beasts who rule. Only set back is that they need Guardians to enter the physical realm, but that should be too much of a problem. Surely they’ll be able to simply use their chosen humans to get what they desire.

Not all the beasts believe the say Drakon does. Omen, a two-headed dog, was one of the few tried to keep Drakon in their realm. But since the dragon was one of the strongest of them, they could not simply contain him since he was at full strength. Their only option was to select Guardians of their own in hopes to weaken Drakon and his followers. But that would mean adding more problems for those living on Gaia. For the humans were having their own conflicts.

In the physical world, things are changing. New technologies are being made, and there isn’t much need for the old magics. Mages are now being hunted and kept in a secure location to be monitored. Even those with only a little magic could be taken in. There are those who don’t want things to change, and oppose the new technologies. This could be leading to a war, and with tensions high the old and the new clash more than ever. Will the return of the Sacred Beasts and the Guardians help bring peace to the world once again? Or will it cause more conflict that the world is not yet ready for? And how will the Guardians react to being thrown in the middle of all of this? This is their story, and their actions well tell the tale…

~Rules~
  • All PE2K rules
  • No god-moding
  • Please respect all players and their choices
  • Let's keep this around PG13. Violence, mild blood and gore, mild language, and romance are allowed, but anything that would be considered M rated must not be posted. Take that to the PMs if you must
  • No character limit, but not every character can have a Sacred Beast
  • I have no set ideas for the Beasts except for a few, so feel free to make your own
  • Your character doesn't have to be a Guardian at the beginning of the RP. He or she can become one at any time. If you plan of our character becoming a Guardian at some point in the RP, go ahead and sign him or her up as one but in the Other section say that he or she is not yet a Guardian and will become one sometime in the RP itself.
  • Other rules may be added later or are in the SU
~Sign Up Sheet~

Name:
Gender:
Age:
Race: (human, elf, dwarf, shifter, whatever you can think of)
Class: (warrior, rogue, or mage)
Specializations: (up to three max, four if your character is a Guardian. Anything that your character took time to excel in in their class. See the next post for details)
Appearance: (at least a paragraph or a picture)
Personality: (at least a paragraph)
History: (at least a brief history, especially if your character is a Guardian)
Sacred Beast: (name, what kind of creature he/she is, appearance of the Beast, and abilities)
Other: (anything that didn't fit elsewhere in the SU, like maybe race abilities or perks)
__________________
Crystal Momoyia

Lv100 @ 7896
~Links~

Last edited by CM; 05-22-2012 at 12:39 AM.
Reply With Quote
  #2  
Old 04-19-2012, 02:05 AM
CM's Avatar
CM Offline
Dungeon Master
 
Join Date: Nov 2006
Location: FLAMING RATTATA!!!
Posts: 7,788
Send a message via AIM to CM
Default Re: Shredded Sacred Bonds [SU/DS]

Here's a list of specializations for each class, as well as some default abilities in each class and specialization that do not need to be mentioned. This list is still in development and is open for suggestions.

Warrior:
Warriors excel in strength. They can duel-wield one-handed weapons, wield a sword and shield, or choose a two-handed weapon to excel in. Rarely do they deal with magic, but there are those who do have a connection to the spirit and magical world. Usually their strategy in battle would be to overpower their opponent, or perhaps outlast them in a test of endurance. Rarely to they run away from a fight and usually always look for a new opponent to claim victory against. They are enforcers and loyal to those of higher rank to them or those who have hired them for their services. But if you betray their loyalty, then you better have friends in high positions or in the shadows to protect you from their wrath.
Specializations-
Spirit Warrior- Although spirit warriors employ magical abilities, they are not mages; instead, they flirt with inhabitants of the spirit world who agree to augment mortal abilities in exchange for a glimpse of the physical world.
Paladin- Paladins stand directly in front of their enemies, relying on heavy armor in order to survive incoming attacks. Whether with massive shields or crushing two-handed weapons, Paladins are able to keep claws and swords from their weaker fellows.
Berserker- They would sacrifice finesse for a dark rage that increased their strength and resilience. Now berserkers can be found amongst all races. They are renowned as terrifying adversaries. Anger is only part of being a berserker. Anyone can fly into a rage, but only a berserker can channel that anger into brutal hits that cleave through armor, flesh, and bone.
Reaver- Reavers terrorize their enemies, feast upon the souls of their slain opponents to heal their own flesh, and can unleash a blood frenzy that makes them more powerful as they come nearer to their own deaths.
Champion- The champion is a veteran warrior and a confident leader in battle. Possessing skill at arms impressive enough to inspire allies, the champion can also intimidate and demoralize foes. These are the heroes you find commanding an army, or plunging headlong into danger, somehow making it look easy.

Rogue:
Rogues specialize in stealth, persuasion, and observation. They usually use these skills for thievery, but also they can be hired for reconnaissance. They also excel in trap making and disarming, learning at a young age how to set and disarm simple traps from their mentors. Unlike warriors and some mages, rogues tend to be on the move most of the time. Since most live a life of crime, they need to be on the move so they don't get caught. Rogues are also known for cheating in cards when they stop at taverns when they're not sneaking in the shadows and pickpocketing those that cross their path. Their combat strategy is usually hit and run, or to use long distance to their advantage. With their knowledge in poisons, it isn't uncommon for them to coax their weapon of choice in a type of poison or venom. Almost anything can happen with a rogue in battle with them being able to quickly change strategy in a moment's notice and with how light and fast they can be on their feet.
Specializations-
Ranger- Rangers have an affinity for open country and wilderness, but as independent scouts and militia, they are opportunists, not stewards of nature. They exploit every advantage of their environment, and can lure wild beasts to attack their foes.
Hunter- Hunters battle their foes at a distance, commanding their pets to attack while they nock their arrows and fire their guns. Though their missile weapons are extremely effective, hunters aren't at a disadvantage when their foes close in, but often attempt to evade or restrain enemies so that they can continue fighting from a safe distance. If forced in close combat, they rely on swift and effective attacks to end things quickly.
Assassin- The assassin finds any notion of fairness a quaint ideal that has no place in combat. Poisons are their weapon of choice, as are crippling strikes that inflict persistent wounds on their foes. As killers, assassins are a marvel of stealth and efficiency. While every assassin is different, some favoring up close and personal kills and others striking at range, they are all deadly predators and skilled at exploiting their foe’s weaknesses.
Bard- Acting as assassins, spies, saboteurs and following other secretive pursuits in the constant, and sometimes petty, struggles between nobles. Having taken the minstrel's art to new levels, bards are skilled performers and master manipulators; bards can inspire their allies or dishearten their foes through song and tale.
Duelist- Duelists are deadly combatants who prefer to fight in light armour and strike with light, but precise attacks. Experienced duelists have preternatural reflexes that allow them to evade their opponents' clumsy blows, as well as strike with remarkable precision.
Shadow- There is no order or organization of shadows--they are self-taught elite rogues, masters of concealment and ambush. They strike from darkness, employing personal decoys and hallucinogenic poisons to distract enemies before sliding a dagger between their ribs.

Mage:
Mages have a strong connection with the spiritual and magical worlds. They can bend magic to their will with a simple thought. With training, some mages can even have control over life and death. They are feared for this "gift" of theirs, but are mostly just misunderstood. Some magics have been forbidden, like practice in the magic that uses blood as a main source for their spells. In battle mages can either be offensive or defensive. They can enhance an allies strengths and defenses or cripple enemies with area affect spells. For offense they can use the raw power of the elements around them, or perhaps even control an enemy to attack his own allies for the mage. They are even more unpredictable than a rogue, but when it comes to physical strength most tend to be the weakest out of the three classes unless they train with a weapon other than a staff. No matter how skilled a mage is, it is still possible for them to loose control of their power and perhaps even become a puppet for the creatures that are created from darkness and nightmares.
Specializations-
Arcane Warrior- They channeled magical power through their weapons and bodies, becoming terrors on the battlefield. Most consider these skills lost forever, but they may still linger in forgotten corners of the world. Arcane warriors may learn to use their magic score to satisfy the strength requirement to equip higher-level weapons and armor. Arcane warriors also tend to favor bladed weapons over the usual staff mages use.
Blood Magic- Every mage can feel the dark lure of blood magic. Originally learned from demons, these dark rites tap into the power of blood, converting life into mana and giving the mage command over the minds of others. Such power comes with a price, though; a blood mage must sacrifice his/her own health, or the health of allies, to fuel these abilities. It isn't ucnommon for a blood mage to also be called a "maleficarum".
Spirit Healing- Many are benevolent entities consisting of life energy, which can be called upon to mend flesh and heal disease. Spirit healers focus on channeling the energies granted by these spirits, making them indispensable members of a party of adventurers.
Primal Magic- Primal spells allow mages to harness the elements to deal damage to enemies and protect themselves.
Force Magic- Force mages are a fearsome sight on the battlefield, bending the laws of nature to crush, toss, and debilitate their foes. Able to manipulate energies and even gravity itself, a Force mage is a great ally and a terrible foe.
Druid- Druids are versatile combatants, in that they can fulfill both healing and damaging roles in a party. It’s critical that druids tailor the form they choose to the situation, as each form bears a specific purpose. Mastery of their bodies allows them to shapeshift for some protection, making them durable opponents and staunch allies

P.S.: You can look up Dragon Age Specializations to see where I got most of these from. Also some of the classes from World of Warcraft is where I got ideas for the specials.

P.S.S.: Here and here are some spells that mages can learn, but the spells aren't limited to this. Feel free to come up with your own or use spells from other fandoms that you like.
__________________
Crystal Momoyia

Lv100 @ 7896
~Links~

Last edited by CM; 05-02-2012 at 03:05 AM.
Reply With Quote
  #3  
Old 04-19-2012, 02:06 AM
CM's Avatar
CM Offline
Dungeon Master
 
Join Date: Nov 2006
Location: FLAMING RATTATA!!!
Posts: 7,788
Send a message via AIM to CM
Default Re: Shredded Sacred Bonds [SU/DS]

~accepted~
Kamikaze - Aldur An'rayi, Ailith, Darios. Nezir
CM - Menora Silvanus, Mellony Silvanus, Celestine, Taro, Agana, Kai
Winter - Rayna, Anya, Ariel Hyde, Aileena Crowfeather
The Sensei - Samuel Newton, Anatenajah 'Najah' Rebersome
Brainiac - Corbin Smythe, Suhail Brokemorrow
Eternal Moonlight - Amber Greenwood
Saraibre Ryu - Gestal Sang
Sight of the Stars - Astyn Odoru
DarkAmethyst - Michael Knight, Mikayla Knight

~reserved~
Mireldis

~pending~

~denied~
timothyg016
the regi kid


* = reserved via VM, PM, or IM
__________________
Crystal Momoyia

Lv100 @ 7896
~Links~

Last edited by CM; 07-11-2012 at 02:41 AM.
Reply With Quote
  #4  
Old 04-19-2012, 04:28 AM
CM's Avatar
CM Offline
Dungeon Master
 
Join Date: Nov 2006
Location: FLAMING RATTATA!!!
Posts: 7,788
Send a message via AIM to CM
Default Re: Shredded Sacred Bonds [SU/DS]

Name: Menora Silvanus
Gender: female
Age: 21
Race: human
Class: rogue
Specializations: Hunter, Duelist, Assassin, Guardian
Appearance: Menora stands about 5'7" with lightly tanned skin, long wavy black hair, and striking orange eyes. She keeps her bangs covering her right eye, which is a shade paler than her left due to an old injury, and also cover the eye-patch she wears over her right eye. She has a scar on the right side of her face, starting at her brow and going down to her cheek. It isn't exactly centered around her eye, it being more to the left when you look at her, but her eye-patch covers most of it other than the bottom near her cheek. It isn't that she's completely blind in that eye. After a lot of healing magic, she does have most of her vision back. It's just slightly blurred around the edges in her right eye. Only when she's working or going to meetings or events does she wear the patch. She also has a long scar on the left side of her neck, her left shoulder, and her left bicep.
For her attire, whether it be working or casual, usually consists of earth tone and natural colors like greens and browns. Her usual work outfit is a dark forest green leather tunic, dark brown slacks, thigh high black boots and fingerless gloves, and dark green leg guards over her boots with blue detailing. She also has armor for her forearms and for her bicep and shoulder on her left arm, but those aren't usually on unless she's on a job. Her more causal outfit is a collared royal green silk sleeveless top, black slacks, and brown sandals. With both outfits she sometimes wears a black cowboy hat, but that is always an optional accessory, as well as a dark brown hooded cape. For jewelry Menora wears a black leather choker and a double-headed gear wolf pendant on a matching chain that is usually hidden under her tunic, leather bands around both of her biceps, and a wolf head tattoo on her right upper arm. As for her guardian mark, it is located on her right hip.
Personality: Menora is an independent woman, but she does know when to ask for help. She does not let her pride as a hunter get in the way of her goal. She can work either solo or in a group. When in a group she always looks out for her comrades over herself. One of her mottoes is "No comrade gets left behind" and she lives by this, as well as "Why dwell in the past when there's a future to look forward to". She is a loyal companion, and will not betray you unless you betray her. She treats everyone close to her as family, and she protects her family with her life. When not on the job she is fun-loving and doesn't like to take things too seriously. She is a devoted mother and older sister, and always tries to think ahead of the game both on and off the battlefield.
History: Menora is the eldest of two sisters, and growing up she had always looked after her younger sister Mellony. She learned a lot from her father, such as hunting, weaponsmithing, and trap making and disarming while her sister learned the healing arts from their mother. It was a pretty peaceful life, and she thought it couldn’t get any better after her father presented her with a wolf pup she then grew up with and formed a close bond with. But she learned that not everyone can have a wonderful life forever.
She started learning how to duel wield weapons, wanting to be able to defend herself in close corridors, and she was training with someone who was five years older than her. When she was fourteen, he had said he would give her a private session, and at the time she saw no problem with it. But once he had her alone, he abused and raped her. He threatened her sister’s safety, so she remained silent about what had happened. And that wasn’t going to be the first time he had done this. It continued almost on a regular basis for about a year. When she was fifteen Menora had become pregnant. When her parents found out, that’s when she told them. Her father tried to track the man down, but had lost the trail. With the support of her sister and parents, she had decided to go ahead and have the child. She had a baby girl who she named Alexa. She had no clue how to raise a child with her mother’s guidance she did all right.
Sadly Menora wasn’t out of the woods yet. Her father went away on a hunting trip a year later and never came back. That was really hard on the sixteen-year-old hunter, having been really close to him. But she remained strong for her sister and daughter. However, just a year later her mother also disappeared. Menora did the only thing she could do in order to provide for her family: she joined the underground. Her skills as a hunter worked well for rogue work, and it paid very well. She might not be proud of how she earned coin to pay for what her sister and daughter needed, but it was what she felt like she had to do.
When she was 20 she was asked to join an excavation crew on some old hunter ruins, which she accepted. It was an old temple that depicted some of the Sacred Beasts. As she and her team tried to translate the old ruins, they were attacked. It was the man who had fathered Menora's child. All but Menora were slaughtered, the main chamber of the ruin coated in blood. The two were locked in a battle to the death, but it was slowly tilting to the hunter's favor with her use of poisons. But then he did the unthinkable: he summoned a Sacred Beast. Scales that glowed like the fire it controlled, things were not looking good. It had nearly taken her arm off when it grabbed onto her left shoulder, leaving the three deep scars that now show against her skin on her neck, shoulder, and bicep. It was also in this battle that left her sight impaired and the scar on her face. But just when she was about to loose hope in getting out of this alive, the room was then coated in a thick mist and Omen appeared. He battled the dragon, causing he and his Guardian to flee seeing that the first Beast was overconfident in the beginning and overused his powers. Omen healed Menora's wounds as best as he could, making sure that she'd be able to reach a healer in time. During this healing he marked her as his Guardian. At first Menora wasn't sure why she was chosen, and hated it, but over time she came to terms with her fate and decided to use this power to protect her family and friends as well as trying to find a way out of this conflict going on in the world around her.
Sacred Beast: Omen is the two-headed hound that controls ice. He feels at home in cooler temperatures, but won't give up the chance to sunbath when the weather is right. Whenever he walks he tends to leave a light mist or fog behind. His two heads have two different personalities. The right has a cool temperament, often taking on a leader role. The left, on the other hand, has a hot temper despite their element and often likes to fight things out instead of talking it out like the right head. The two often clash, which can make it difficult for a Guardian to control him. He was one of the first Sacred Beasts to realize Drakon's treachery and confronted him, but he is my no means the leader of the Beasts. They are all on equal grown, which both personalities of Omen can agree on. All he wants is to bring justice to Drakon and restore the balance not only for the Sacred Beasts but also onto Gaia before she breaks out into war.
Other: As a hunter Menora has tamed many pets, but the one almost always seen by her side would be Nero, a large black dire wolf who is often seen wearing armor in combat. She can keep track of three of her pets at once when on the battlefield or doing a job, but has trouble keeping track of four or more. She has yet to tame what some would call "exotic" pets, those animals being hard to find and even harder to tame, but she has yet to give up her search to tame at least one. (Menora's pets will be introduced during the course of the RP.) Menora also has a talent for blacksmithing and cooking and has no problem making new weapons for comrades or paying customers as well as cooking for friends and family or for an event.

Name: Mellony Silvanus
Gender: female
Age: 17
Race: human
Class: mage
Specializations: Primal (fire and ice), Spirit Healing, Force Magic
Appearance: Mellony is 5'4" with long blonde hair, that's usually tied back in a braid, and sky blue eyes. Her clothing type is usually light, most of the time being made of cloth. The colors she tends to wear are pale blues, pinks, and yellows. Normally she wears a light blue knee length dress with a pale pink sash, pale blue fingerless gloves, and black boots. She also wears a pendant with a pink ruby in it that was passed on to her from her mother.
Personality: Mellony is most often known as the "mature one" when compared to her older sister. When her sister is out having fun, Mellony is there to watch over things to make sure things don't get out of hand. She is a very caring person and loves to help out others. Even though Mellony knows offensive magic, she prefers to play the healer role. She would rather stay in the back and cast healing spells and buffs on her allies than actually harm her enemies. But if her sister is in any danger, she will step out of that comfort zone and send in a few fire and ice spells after keeping her target in place with a gravitation glyph.
History: Growing up Mellony always looked after her older sister's well being. When Menora would come home with new scratches and bruises, she'd be there to patch her up so she can go out again. That never changed, even after their parents disappeared and when Menora had Alexa. Even though Alexa knows that Mellony is her aunt, she's like another mother figure. She helps her older sister raise her child.
When Menora joined the underground, it was only natural for Mellony to follow. She may be four years younger than her older sister, but even so she followed her to make sure she came back home. On her jobs she always went as a healer, but she never hesitated to act if needed. She may not have approved of who ended up being her older sister's partner on most of these jobs, but she will admit that the three of them did work well as a team. She learned her older sister's mottoes, and she to lives by them and often has to remind her older sister of them when times are tough. She recognizes just how much the two of them need each other, now more than ever with the war about to break out, the Sacred Beasts returning, and the never ending search for their parents.
Sacred Beast: none
Other: Mellony has been learning how to enchant weapons and equipment with runes that can add an elemental affect on it or increase it's wielder's own abilities.

Name: Celestine
Gender: female
Age: immortal, looks in her 20's
Race: human
Class: mage
Specializations: Primal (lightning and earth), Arcane Warrior, Blood Magic, (soon to be) Guardian
Appearance: Celestine is rather tall, standing at 5'9". She has straight, waist length midnight black hair and bright silver eyes. She is very fair skinned, being extremely pale. She has an hourglass figure, and is not afraid to show it off. Her usual attire is an ankle length, crimson, sleeveless silk dress with slits on both sides going up to her hips. This shows off the spider tattoo she has on her right thigh. With the dress she wears amethyst silk gloves, black leggings, and black boots with red heels.
Personality: Celestine does not tend to take things seriously. She lives in the moment, always looking for a good time. She love to gamble, drink, and do more adult activities. She's a complete flirt, with both men and women. She knows she's attractive, and is not afraid to use that to her advantage. However she feels really alive on the battlefield, with her adrenaline pumping and feeling the blood of her enemies drip off of her blade and fingers. She has no problem getting up close and personal on and off the battlefield. Celestine has been called both a masochist and a sadist, and she has no problem with that and actually embraces the titles with a smirk. She loves to have fun as well, and never backs down from a challenge. But she does know when it's time to take things more seriously and to tone down her outgoing personality and to put her own desires on the side- for a time anyway.
History: Celestine always lived life in the moment, enjoying it as much as possible. She discovered her ability to use magic at a young age, but she didn't stay under one mentor. She liked to travel to look for new excitements and things she hadn't seen before or done. In her training, she tended to favor the damaging spells, becoming an offensive mage. In her early 20's she discovered blood magic, and with that she had made a deal with a demon. It would give her power she could only dream of possessing as long as she continues to use the forbidden magic and spells. She chose to have immortality, and now she has lost track of how long it has been since she made that deal. One thing she discovered that depending on the strength of the blood magic spells she can actually lose control of herself and go into a frenzy similar to a reaver's. It's not uncommon for her to use blood magic often, but she is now somewhat cautious on the strength of the magic she uses. Especially in a public setting.
Sacred Beast: Celestine is not a Guardian yet, but during the course of the RP she will become Hydra's Guardian. Hydra is a massive king cobra who is often seen with three heads, and unlike most multi-headed creatures all three heads seem to move as one or work flawlessly with one another instead of fighting. He can however cast an illusion on himself to make him appear with one, and like other Sacred Beasts he can change his size. Hydra is a master of poisons and venoms, as well as fear and darkness. He loves chaos and death, and will not hesitate to kill anything in his way. Even if an ally is in his way he will not stop his rampage. But even though he is a violent Beast, he is intelligent. Some would say he is almost like a businessman with how he can make deals in conversations, but his intimidating stature could contribute to that. When he marks Celestine, his brand will be located on the underside of her left wrist.
Other: Celestine is married, and her partner runs a couple of taverns. However they have a very open relationship, seeing that Celestine tends to travel a lot more than her partner. They also keep it a secret, seeing that society isn't exactly open to same sex couples outside of the underground. And being an arcane warrior, instead of a common staff that most mages use she prefers to use a scythe as her weapon to channel her magic in.

Name: Taro
Gender: male
Age: 26
Race: human
Class: warrior
Specializations: Berserker, Reaver, Guardian
Appearance: Taro stands at 6'3" and has messy dark brown hair and bright green eyes. His skin is lightly tanned and he is very muscular due to his warrior training. His clothing is usually dark colors, like black and dark browns. He normally wears a dark gray long sleep shirt under a dark brown leather vest, dark brown slacks, and black boots. On both hips he has a long sword strapped to his belt, as well as a war hammer across his back. Drakon's mark is located on the right side of his chest.
Personality: Taro is a cold-hearted sadist. He lives for other people's pain and suffering. He wasn't always like this, but he does not remember a time when he was anything but. He demands he be in control over everyone and everything around him and he will take whatever he desires. He knows no compassion and will easily kill one of his own in order to get to his goals.
History: Not remembering much of his childhood other than warrior training, Taro lived for the training. Even though he is a warrior he prefers to duel wield long swords, and he had a younger training partner in this. He didn't care about the age difference, but he was attracted to her fierceness in battle. And as a rogue she was also cunning, another trait he liked. So without a second thought he came up with a plan to make her his. He did force himself upon her and was able to have control over her for a year until he got her pregnant. He was actually excited to see how the child would grow up, if it would have his strength and its mother's cunning. But he never got the chance, being chased out of his village.
Over the years he only got more lost in his lust, both sexual and battle lust. He trained in the berserker and reaver arts, feeling whole and alive during the training. He started to care less and less of those around him, easily sacrificing them for his own desires. It was these traits that actually drew Drakon to him, and the Sacred Beast made him an offer he could not refuse. He then attempted to use his new power to once again gain control of the woman who gave birth to his child, but that didn't quite go over so well. It lead him to retreat for the time being, needing to come up with a new plan in order to get what he lusts for.
Sacred Beast: Drakon is a fearsome dragon who's element is fire. Able to create a firestorm on a clear day, he leaves a path of destruction in his wake. He believes that it's time to once again roam the physical realm of Gaia and remind the races that inhabit it that he and his brethren to exist and are in complete control of things. He reveals in pain and death, feeling empowered with the control he can have over the fragile life in the physical realm.
Other: n/a

all art used belongs to their respected owners
__________________
Crystal Momoyia

Lv100 @ 7896
~Links~

Last edited by CM; 06-13-2012 at 10:53 PM.
Reply With Quote
  #5  
Old 04-19-2012, 08:48 PM
Kamikaze's Avatar
Kamikaze Offline
 
Join Date: Jun 2007
Location: Sweden
Posts: 239
Default Re: Shredded Sacred Bonds [SU/DS]

This looks really interesting, and I'd like to reserve a spot if I may.

I've got a question though: What period in time are we talking about? The plot tells of new technologies, but without a reference point it's hard to tell how new. Modern day, Post-Modern(I'm assuming not), Medieval times, or somewhere in between? It would be helpful to know a little more about the setting.

Regards,
~Kamikaze
__________________

Random Sprite Art, all done by me. That includes the animated Shaymin I use as an avatar.
Reply With Quote
  #6  
Old 04-19-2012, 09:01 PM
CM's Avatar
CM Offline
Dungeon Master
 
Join Date: Nov 2006
Location: FLAMING RATTATA!!!
Posts: 7,788
Send a message via AIM to CM
Default Re: Shredded Sacred Bonds [SU/DS]

I was just thinking about that, and I do apologize for not making that clear. It's set in a more medieval setting, however some of the clothing can be considered modern. I guess the way of life is medieval since a lot of things are still made by hand, like with old fashion blacksmithing. The new technologies are the beginnings to help make life easier, like I can see the first type machine and/or paper press being made and devices to help with metalworking. I can't really see this plot taking place in a modern setting, but some aspects of the modern age mixed in. I hope that makes sense.

And for your reservation, consider yourself reserved Kamikaze.
__________________
Crystal Momoyia

Lv100 @ 7896
~Links~
Reply With Quote
  #7  
Old 04-20-2012, 05:55 AM
Saraibre Ryu's Avatar
Saraibre Ryu Offline
Drasconis Deviantus
 
Join Date: Jan 2007
Location: Voids of my mind
Posts: 6,530
Default Re: Shredded Sacred Bonds [SU/DS]

I'll let you know when this is done Crystal.

Name: Gestal Seng
Gender: Female
Age: About 22,
Race: Dualmorph Wyvern
Class: Rogue
Specializations:
Bard
Usually her songs are enticing and entrancing, and of course, entertaining. She can also play a few instruments with expertise. Gestal, as a dragon, has the ability to pass certain magical properties into inanimate objects, often enchaning her arrows with basic effects in order to make them far more effective with the use of certan words or phrases. This usually only provides added effects [such as wearing someone down with cold or forcing someone to stagger with added force], and no additional damage to foes. This also includes empowering songs in various other tongues, giving allies within earshot various support such as stronger magic, additional stamina and so on, based on the song thanks to her being a dragon, and a bard.
Ranger
Gestal has an eagle eye for a dragon's eye, capable of felling a foe in no more than three shots of an arrow, or even less. She would rather incapacitate than kill due to her moales that all life has meaning, however can make exceptions for those that are truly wicked. Due to her bard status, she tries to avoid using her bow, or any fighting at all, however she is never without it, well hidden udner her cloak. Unlike other Rangers, she uses her natural skills with nature to avoid being followed or tracked.
Shadow
Gestal more uses this skill when in her dragon form when in a much more angry mood. She often douses her claws in poison and silently flies about the night sky, attacking those who are unfortunate enough to provoke her wrath.

Appearance:
Human Appearance:
Gestal usually wears a steely blue cloak with a large hood to hide her greyshoulder length hair and silvery blue eyes. She stands at 5'7 and is incredibly thin. She often wears a darker cape over her cloak that carries a harp and her bow and quiver. A small satchel is also hidden under the cape, on a belt around her waist. Her skin is incredibly pale to reflect her white scaly hide. Leather boots that act more like tough, all-terrain socks are belted around her feet.
Personality: Gestal is usualy reserved and calm, not speaking to anyone outside meeting few people in inns and exchanging stories with other bards. She mostly keeps to herself due to the fact she keeps her dragon identity to herself, and the fact her music and singing has special abilities and magic to it. She will not turn down someone who needs help unless she is trying to avoid something, which can be often depending on if anyone suspects her. Being a dragon, she is nervous round particular blades and axes, but around magic, she feels more welcome around. Gestal doesn't take to other strangers easy, but won't act arrogantly towards others. She has an air of grace and regality to her, despite how she looks most of the time. She feels exposed without any instrument however, and may act out against those who take her prized treasures away.
History: Gestal was born a wyvern and raised as one for a short time of her life. Being of a rare variety due to being a popuar victim choice of a dragon slaying brigade many years ago, her small family often travelled within a very small group bewtween nests of other relative. This is where Gestal learned how to fly, gaining quick mastery of acrobatics, climbing and eventually learning how to turn herself into various other forms. One of these forms was a silver harpy eagle, one of her more favored forms with regards to hiding from those who seeked to take her hide, horns and wings from her. Gestal is a special Spectral Dualmorph Wyvern, with silvery hides capable of imitating other forms for the dragons to turn in to. Many believe that killing the dragons and eting their heats alog with wearing their hide and or wings gave them he same abilities. Very few have been able to successfully recreate these abilities, but the dragons knew that too many of their kind had been lost.

During one night, a raid ofspecialized slayers came upon the small group. Gestal managed to escape with an injured parent, while one had been killed, allowing the two to escape. However, their freedom did not last long, as the remaining parent, her father, died only a day later. Gestal had no choice but to remain in a harpy eagle form until she collapsed from exhaustion outside a small village within a mountain canyon far from the beaten trail. When Gestal awoke, inside a small wooden cabin with an elderly woman, food laid out and her wounds dressed, safe within the walls of the cabin. Gestal knew not who this woman was, or where the slayers had gone, only that she seemed to have a haven within the small confines of the building. The woman spoke to her in a familiar tongue, and Gestal wondered how a humancould speak to her in a language she knew. For the years onward, Gestal learned how to speak in human tongues, and finally adopted a human form to keep herself from harms way while out and about. After discovering the vilage was not known for it's musical origins in folklore and poetry, Gestal picked up on a liking to music, often supporting the village with songs that she knew from her dragon origins, translating them for the small place to enjoy. Soon enough the humans their learned and accepted her dragon identity, even aiding her more in getting used to transitions, such as comparing human skills to those a dragon would use. After a decade, she decided to leave the village she knew in order to travel, and learn more of the outside world.

As Gestal travels, she learns of more dragon slayers starrting to reunite in groups in order to rebel the blood drago's followers. Gestal knows they all carry blades capable of doing so, as she grows wary and anxious around those weapons that have killed her kind.
Sacred Beast: N/A
Other: Gestal is a dragon at heart, and aside from being able to hide herself in a human form, and an avian form, she is also capable of using other offensive magic that is natural to her. One of them being piercing cries that can deafen the unlucky, or bring a tree or two down with it's sheer force. Another trait of hers is being able to produce shots of silvery blue flame that scatter and stick to those that become victim of her wrath. Specifically being a wyvern, this gives her incredible avian abilities as well as climbing in her dragon form.
__________________
Code:
VPP STATS Paired with: Sandstorm Lavastone <3 Neon the Jolteon Level100: 6576

Last edited by Saraibre Ryu; 05-21-2012 at 08:57 PM.
Reply With Quote
  #8  
Old 04-20-2012, 06:07 AM
CM's Avatar
CM Offline
Dungeon Master
 
Join Date: Nov 2006
Location: FLAMING RATTATA!!!
Posts: 7,788
Send a message via AIM to CM
Default Re: Shredded Sacred Bonds [SU/DS]

Quote:
Originally Posted by Saraibre Ryu View Post
I'll let you know when this is done Crystal.

Name: Gestal Seng
Gender: Female
Age: About 22,
Race: Dualmorph Wyvern
Class: Rogue: Bard
Specializations:
Stealth
Gestal has a knack for not being seen when she doesn't want to. She is also very light on her feet and dexteric, giving her the ability to move like the wind. She is also capable of climbing and scaling a variety of walls, cliffs and buildings with ease, and never onces makes a sound.
Persuasion
Gestal is capable of taling her way into opportunities and ot of trouble, but rarely for persnal gain of bad intent. Few people question her silver tongue, but those who know her [be it very VERY few people] know when she's being clever and quick witted.
Observation
With her dragon eyes, Gestal also has a very keen eye to critical detail. Be it pesonal quirks, odd reactions, how someone forms a sentence, Gestal can often tell if someone is lying or not, or a person's personaity based on how tey speak and act.
Appearance: (at least a paragraph or a picture)
Personality: Gestal is usualy reserved and calm, not speaking to anyone outside meeting few people in inns and exchanging stories with other bards. She mostly keeps to herself due to the fact she keeps her dragon identity to herself, and the fact her music and singing has special abilities and magic to it. She will not turn down someone who needs help unless she is trying to avoid something, which can be often depending on if anyone suspects her. Being a dragon, she is nervous round particular blades and axes, but around magic, she feels more welcome around. Gestal doesn't take to other strangers easy, but won't act arrogantly towards others. She has an air of grace and regality to her, despite how she looks most of the time. She feels exposed without any instrument however, and may act out against those who take her prized treasures away.
History: (at least a brief history, especially if your character is a Guardian)
Sacred Beast: N/A
Other: (anything that didn't fit elsewhere in the SU)
Looks good so far, Sabi. However I got to point something out. What you have in specializations right now are all default abilities for rogues and don't have to be mentioned. And under specializations is where you should have mentioned Gestal being a bard. I'll go back and edit my posts to hopefully explain those better since I think that was an error on my part, not yours. If you can edit that, that'd be great. And if you have any questions, feel free to ask.
__________________
Crystal Momoyia

Lv100 @ 7896
~Links~
Reply With Quote
  #9  
Old 04-20-2012, 11:48 AM
Kamikaze's Avatar
Kamikaze Offline
 
Join Date: Jun 2007
Location: Sweden
Posts: 239
Default Re: Shredded Sacred Bonds [SU/DS]

Name: Aldur An'rayi
Gender: Male
Age: Looks 25, though he is much older than that(see History for details).
Race: Human
Class: Rogue
Specializations:
Ranger: Skilled with a bow, and living off the land. Maintains no real permanent home, but rather makes the world his home. (Not quite sure what you had in mind when adding ranger to the list, but I'm thinking Ranger in the Lord of the Rings sense, Aragorn/Strider and the Rangers of the North.)
Assassin: Whether to kill someone in silence or make a public scene out of it, he is capable of both and everything in between.
Guardian: A mark symbolizing Aniu, Telepathic link to Aniu, and the ability to sense other beasts and guardians.
Appearance: Aldur has emerald green eyes, brown shoulder-long hair that is usually tied in a ponytail, and stands just above 6'0" tall. He is in good physical condition, and though of a slender build, he is by no means weak. Most often seen in a black leather outfit, which is his work attire. On his back is a bow and a quiver, and on his right hip a sheathed, slightly curved blade(A katana more or less). Tucked away is also a number of knives and other assorted tools of his trade. While not at a job, he usually wears rather fine clothes that is either a dark forest green, or a deep blue color. Obviously not armed to the teeth while socializing with others, he only wears his blade and a few of the knives. Regardless of the outfit, he is always wearing a silver pendant, shaped like the face of a wolf, with deep blue sapphires as eyes.
NOTE: The mark isn't yet present, as he is not yet a guardian, will be explained in the beginning of the RP. The mark of Aniu is shaped just like the pendant he wears, although black in color, and is located in his left palm.
Personality: Aldur is fairly intelligent, extremely organized, and very professional. he prefers the forest, and nature in general, over cities and society, not because he feels out of place, or lack the social skills to interact with others, but because nature is much more pure, and he finds the serene aura that lingers in a forest untouched by man to be very calming. Though an assassin, he is not one who enjoys the taking of lives. He is not a common blade for hire, but rather belongs to a quasi-religious order that strive to maintain peace. If the death of a few people will prevent a larger conflict, then that is the price that must be paid for the greater good. Aside from his association with said order, he is not a very religious man, he does however believe in the old deities, Aniu in particular.
History:
The Order of Aniu
A quasi-religious order consisting of the worshipers of Aniu, the black wolf of balance. While most of the members are rogues, assassins and spies, there are mages, warriors, and even those who would call themselves priests and priestesses of Aniu that belong to the order. The order has taken it upon themselves to maintain balance and peace in the world, at any cost. If a handful of people need to die in order to prevent a full scale war, the Order will gladly hold the knife. This doesn't mean they are eager to kill, nor does it mean that they are a collective of bloodthirsty individuals, but they believe that a few lives is a small price to pay in order to save many. In other words, doing what they consider justified for the greater good.
Legend has it that that the founder of the Order was once the guardian of Aniu, and that the reason for the Orders origin was twofold. On one hand it was founded to remember Aniu and the deities of the old, but on the other hand in an attempt to strive for a world where She and her kin would not have to be summoned again. For while it is true that She and her kin is indeed connected to this world in a way that mortals cannot quite fathom, it would take a tremendous amount of chaos and disorder in order for Her presence to be needed, and thus, in spite of Her love for Gaia, She takes no pleasure in reentering the world.
Aldur An'rayi
Aldur comes from a long line of assassins, and both his parents were respected members of the Order before they passed away. Aldur grew up as an only child in a family where intrigues, secrets and conspiracies were an integral part of life, because make no mistake, rogues do not fully trust each other, given their knowledge of their own line of work. Because of this, Aldur didn't have many friends during his childhood, and those whom he called friends came from similar backgrounds as himself. Ailith, a girl who at a young age discovered an affinity for the arcane, and Darios, a boy who also had a talent for the supernatural, were the only two, besides his parents, whom he completely trusted, and they are still friends.
As they grew up, they all advanced in their fields of choice. Darios became a proficient Blood Mage, and opted for a career as the Order's lore-keeper, though he was a respectable opponent in a sword fight. Ailith delved into the elemental magics of air and fire, explored the realm of psychic abilities, and decided upon a life as a priestess of Aniu. Aldur, never having considered any alternatives, followed in the footsteps of his parents. Being very perceptive during his training, and having two very helpful parents who willingly shared their professional secrets with their son, Aldur soon excelled in the fields he specialized in, and it didn't take long before he caught the attention of the ruling council of the order. It was however not only his combat prowess or his talent for assassinations that they saw, they also noticed his unwavering loyalty to the philosophy of the order. He was not one that asked to kill, but he had no qualms in completing a contract once he was convinced that it was necessary.
At the age of 20, the greatest tragedy of his life occurred. A mage who had been experimenting on a spell to inflict disease had a little accident, and inadvertently misfired it. The result was that he got infected himself, and about a quarter of the Order's sanctuary that Aldur's family lived at followed suit, including both of his parents. Death was no stranger to Aldur, but he had never considered the possibility that his parents would die, and certainly not in this way. Since the disease was magical in nature, and the mage who was working on it died shortly after getting sick, the healers didn't quite know how to counter it. On their deathbeds, Aldur received his father's Bow, and his mother gave him her blade and a silver amulet in the shape of a wolf, to this day, those are his three most prized possessions.
For the next five years to come, Aldur put all his focus on his work, and he quickly rose in reputation and in rank within the order. Some time after Aldur's 25th birthday, Darios revealed to Ailith and Aldur a ritual. It was ancient Blood Magic, and while the spell was complex, he was confident he could perform it. The outcome was simple, all three would get their lifetime increased, though how much wasn't quite specified. Neither of the three have ever since revealed the sacrifice that was made that day in order for the spell to work, though it was obviously successful since this was over 80 years ago.
Aldur has dedicated most of his life to Aniu and the Order, and is currently a member of the ruling council, little did he know that this dedication would attract the attention of Aniu as time grew closer to the day when Guardians once more walked Gaia, and the Sacred Beasts once again would need to be summoned.
Sacred Beast: Aniu. She is a large midnight-black wolf. A being of balance, she is the matron deity of the order of Aniu. Though she had little to do with it's creation, she fully supports their philosophy. In the conflict at hand, Aniu opposes Drakon, and sympathize with Omen. In the end though, she is on the side of balance, and will go up against anyone who threatens it. Her power is the ability to influence the success of people's endeavors, or their luck if you will, more specifically(though not exclusively) the members of the Order. (Like Nocturnal in Skyrim if you've played the Thieves Guild storyline.)
Other: Left-handed, though he can use either hand in a sword-fight, he is not as good with his right hand.



Name: Ailith
Gender: Female
Age: Looks around 25, though he is much older than that(see History for details). She is two years younger than Aldur.
Race: Human
Class: Mage
Specializations:
Elemental: With the major focus on the schools of Fire and Air, she is also trained, though superficially, in the schools of Earth and Water.
Psychic: Telekinesis and telepathy, and the ability to battle others not only on a physical or spiritual/magical plane, but also on a mental plane, a battle of the minds if you will.
Druid: Some nature-based offensive magic, healing spells and remedies, and shape-shifting. The later especially is a somewhat rare ability among mages, most of them not wanting to try. Can theoretically shift into any shape, though that is dangerous. Her favorite shapes are those of a Silver-gray wolf, and a midnight black raven. She is very careful though, because while taking on a shape will give you a great insight into it's mindset, someone who stays in an alternate form for too long, or changes too often, will retain more and more of the alternate shapes psyche. Eventually, he or she will no longer be able, no longer wish, to shift back into their original form.
Appearance: She stands around 5 feet tall, with piercing blue eyes and long silver-gray hair, the same color as when she is a wolf. Her skin is light but not pale. She normally wears a white hooded robe with crimson red details and decorations. Her whole appearance gives off a very innocent, almost child-like appearance, especially due to being so small.
Personality: She is usually very calm, and rarely rushes into things without making careful considerations and preparations. She is slow to anger, though you would do best in staying out of her way once she is pushed one time too much. Being a priestess of Aniu, she is also the most religious of the three friends.
History: Some information found in the History for Aldur, above. Specifically on the Order of Aniu
Ailith was born and grew up in the same sanctuary as Aldur and Darios. Discovering a true talent for magic at the young age of 7, the Aniu-priest, and likewise a mage, of the sanctuary took her in as an apprentice. The priest wasn't very skilled in practical magic, but he had what seemed a bottomless well of knowledge when it came to theoretical magic, and while he couldn't actively use all kinds of magic, there was little he couldn't teach, and he had a very extensive library on the various schools of magic. So when Ailith wasn't spending time with her two friends, she was either reading or practicing her arcane abilities. She was especially skilled in the elemental schools of fire and air, and when she wasn't target practicing with fireballs she levitated things around with her psychic abilities. It was mostly out of curiosity that she one day picked up a tome on shape-shifting. And more so to test her boundaries than any real wish to advance in the skill, she decided to see if she could do it. She was at the time 16 years old at the time, and she had studied under the old priest for 9 years. He had become used to her practicing a lot, but he almost had a heart attack when he one afternoon found a silver-gray wolf in his library. She wasn't quite sure why she had chosen that form, but after she changed back into her human self, she was given a long lecture on shape-shifting, with all it's hazards. It was too late however, because even though she was told to never do it again, she knew there was no turning back. She couldn't quite explain it, but being in her wolf-form felt right, like it was meant to be that way. She was always very careful not to stay in that form for too long though, as she had no desire to live out her remaining days as one. This new-found ability to change her shape led her down the path of the arts of druidism.
The years passed by, and as the old priest grew older, Ailith helped him with some of his duties, and consequently began walking the same path herself. She was 18 when disaster struck, and the disease that swept through the sanctuary killed her teacher and mentor. That was when she accepted the title of priestess and also took his place in the ruling council, at her now deceased mentor's suggestion she later found out.
The year of her 23rd birthday, Darios informed Aldur and herself about a ritual that he had come across, one that could extend their lives. Since it was blood magic, the magic thus demanded a sacrifice in order to work. Ailith was the one who hesitated the most, but she finally decided to go through with it, though as the years went on, she began doubting her decision at times.
Sacred Beast: N/A
Other:It might be best to read Aldur's history first, as there may be some confusion regarding some of the details otherwise.



Name: Darios
Gender: Male
Age: Looks around 30, though he is much older than that(see History for details). He is three years older than Aldur.
Race: Human
Class: Mage
Specializations:
Blood Magic: Ancient, feared, and often forbidden altogether. Widely known as evil magic, as it originates from the demonic realm, it will always require a sacrifice of some kind. The more powerful the spell, the higher the cost.
Arcane Warrior: Skilled with a blade, and not afraid to use it. Instead of just casting spells spells from afar, a Battle Mage will jump right into the fry and fend off his attackers face to face. Spells include personal protection, some use of elemental energies in a limited radius, and the ability to magically enhance your weapon in a fight that can provide that extra edge that shifts the battle in your favor.
Appearance: Darios is 6'9", has dark eyes and light brown skin. His eyes shimmer in a crimson red when he is casting a spell. His head is usually shaved, though his hair color, when visible, is a dark brown. While at home, in the sanctuary, he wears a set of dark blue, or black, hooded robes, similar to those of any mage. When he travels however, he wears a light leather armor and carries two scimitars. This offers him protection both physically in case of a fight, as well as protection from the persecution of mages, as he looks more like a rogue or a mercenary. In this time of witch-hunts, the second is among the best counter-measures one can take to stay alive.
Personality: While generally not hostile or angry, he rarely looks happy. Many fear him, even people within the order, due to the rumors of his involvement with the forbidden arts. To those who know him, which is really only his childhood friends, he is very protective, generous and caring. He is very interested in history, and regularly travel to various parts of the region to investigate old ruins, or explore various libraries that hold old tomes on the past. He is the least religious of the three, believing in what the order stands for, but skeptical as to the existence of the Sacred Beasts, despite being the orders lore-keeper.
History: Some information found in the History for Aldur, above. Specifically on the Order of Aniu
Little is known about his earliest years, as he was taken in as an orphan by a family of the order. He himself can only remember bits and pieces of what happened before that, remembering little more than his own name, despite being 8 years old when he was found, walking around the streets of some remote village. Part of his passion for history stems from this lack of knowing.
As he grew up in the sanctuary, he had his mind set on learning the ways of a rogue, and therefore began his practice with bladed weapons. It didn't take long however, before he noticed that he had certain abilities that gave him the upper hand during practice, and at the age of 13, it had gotten so far that what had originally been small spontaneous and uncontrollable bursts of magic, was now possible to control, though only rudimentary, and with a whole lot of focus required. Deciding that he needed to learn more, he began looking for a teacher. He quickly dismissed the old priest, not only because he had just taken in another apprentice, his friend Ailith, but because of the fact that he was just that, a priest. Instead, Darios found a woman, who had apparently been keeping an eye on him for a few years, watching him struggle to gain control over his abilities. She was much less devout, and after helping Darios to master his combat abilities, she introduced him to the dark arts of blood magic. Unlike many who would not even consider it, Darios felt as though the last piece of a puzzle was placed, he knew that he had it in him, and that his life would forever be different as of then. His teacher showed no surprise as he confessed his feelings towards the magic, and he began suspecting that this had been the reason she took him on at all.
The disease that decimated the sanctuary's population went past Darios and affected him very little, though he showed great sympathy for his friends who had both suffered losses. It was this that triggered his wish to learn of the past, though he had thought about it for quite some time. He reasoned as such that knowing the mistakes of the past might prevent the same mistakes from being made in the future. His luck didn't last though, as his mentor died a few years later after attempting a spell that was too taxing. Determined to figure out what had happened, Darios studied the notes that his mentor had been keeping, and he began researching the spell that had taken the life of his teacher. What he found was breathtaking, it was one of the components of a ritual that would increase the lifespan of those who took part in it. What had killed his teacher was the fact that there had to be at least two participants. It was still the mage who cast the spell that would provide most of the magic, but it required at least one more participant aside from the one who performs the ritual. After making sure that he knew of all the components of the ritual, he sought out Aldur and Ailith, after which he explained the ritual, and the cost it would require. While they both hesitated a little, Ailith especially, they both decided to participate. While the spell was indeed taxing for Darios, he managed to pull it off, and though the price was high, he never regret going through with it.
After the death of his master, his focus shifted from practicing magic to studying history, and he was eventually offered the post as the order's lore-keeper. In his capacity as lore-keeper, he serves as a member of the ruling council, though more as an adviser rather than taking part in the actual deciding.
Sacred Beast: N/A
Other: It might be best to read Aldur's and Ailith's history first, as there may be some confusion regarding some of the details otherwise.
EDIT: SU finished.
EDIT2: Ok, now I should be done. Unless I forgot something yet again. >_>
EDIT3: Added SUs for Ailith and Darios.

Last edited by Kamikaze; 06-11-2012 at 10:37 AM. Reason: Removing spoiler tags...
Reply With Quote
  #10  
Old 04-20-2012, 06:26 PM
CM's Avatar
CM Offline
Dungeon Master
 
Join Date: Nov 2006
Location: FLAMING RATTATA!!!
Posts: 7,788
Send a message via AIM to CM
Default Re: Shredded Sacred Bonds [SU/DS]

Quote:
Originally Posted by Kamikaze View Post
Pretty much how I reasoned as well.

Here is my SU, though I'm not finished yet, particularly some history and info on the sacred beast is to be added. Also, if there's anything you think I need to change or add, don't hesitate to say so.

Spoiler:
Name: Aldur An'rayi
Gender: Male
Age: Looks 25, though looks can be deceiving.
Race: Human
Class: Rogue
Specializations:
Ranger: Skilled with a bow, and living off the land. Maintains no real permanent home, but rather makes the world his home. (Not quite sure what you had in mind when adding ranger to the list, but I'm thinking Ranger in the Lord of the Rings sense, Aragorn/Strider and the Rangers of the North.)
Assassin: Whether to kill someone in silence or make a public scene out of it, he is capable of both and everything in between.
Pharmacology: Skilled with poisons, toxins, antidotes and cures. well-versed in most of the plant-life and what medicinal effects each plant has, both beneficial and deadly.
Guardian: A mark symbolizing Aniu, Telepathic link to Aniu, and the ability to sense other beasts and guardians.
Appearance: Aldur has emerald green eyes, brown shoulder-long hair that is usually tied in a ponytail, and stands just above 6'0" tall. He is in good physical condition, and though of a slender build, he is by no means weak. Most often seen in a black leather outfit, which is his work attire. On his back is a bow and a quiver, and on his right hip a sheathed, slightly curved blade(A katana more or less). Tucked away is also a number of knives and other assorted tools of his trade. While not at a job, he usually wears rather fine clothes that is either a dark forest green, or a deep blue color. Obviously not armed to the teeth while socializing with others, he only wears his blade and a few of the knives.
Personality: Aldur is fairly intelligent, extremely organized, and very professional. he prefers the forest, and nature in general, over cities and society, not because he feels out of place, or lack the social skills to interact with others, but because nature is much more pure, and he finds the serene aura that lingers in a forest untouched by man to be very calming. Though an assassin, he is not one who enjoys the taking of lives. He is not a common blade for hire, but rather belongs to a quasi-religious order that strive to maintain peace. If the death of a few people will prevent a larger conflict, then that is the price that must be paid for the greater good. Aside from his association with said order, he is not a very religious man, he does however believe in the old deities, Aniu in particular.
History: A high ranking member of the quasi-religious Order of Aniu. It is an order of mainly assassins and spies that pray to Aniu, the black wolf of balance. It is said that the founder of the Order was once the guardian of Aniu, and that the Order was founded both to remember Aniu and the deities of the old, but also to strive for a world where She and her kin would not have to be summoned again. While it is true that She is indeed connected to this world, it takes a tremendous amount of chaos and disorder in order for Her to be needed, and thus She takes no pleasure in having to re-enter Gaia.
Aldur comes from a long line of assassins of the Order, and both his parents, no longer alive, were members of the order.
Sacred Beast: Aniu. She is a large midnight-black wolf. A being of balance, she is the matron deity of the order of Aniu. Though she had little to do with it's creation, she fully supports their philosophy.
Other: Left-handed, though he can use either hand in a sword-fight, he is not as good with his right hand.


Also going to send you a PM with a few questions regarding my character.
Looks good so far, but I have to say you don't need to put pharmacology in specializations. That' one thing that all rogues learn, at least the basics of. Some rogues may have more knowledge of it that others.

EDIT:

Quote:
Originally Posted by Kamikaze View Post
Pretty much how I reasoned as well.

Here is my SU, though I'm not finished yet, particularly some history and info on the sacred beast is to be added. Also, if there's anything you think I need to change or add, don't hesitate to say so.

Spoiler:
Name: Aldur An'rayi
Gender: Male
Age: Looks 25, though he is much older than that(see History for details).
Race: Human
Class: Rogue
Specializations:
Ranger: Skilled with a bow, and living off the land. Maintains no real permanent home, but rather makes the world his home. (Not quite sure what you had in mind when adding ranger to the list, but I'm thinking Ranger in the Lord of the Rings sense, Aragorn/Strider and the Rangers of the North.)
Assassin: Whether to kill someone in silence or make a public scene out of it, he is capable of both and everything in between.
Guardian: A mark symbolizing Aniu, Telepathic link to Aniu, and the ability to sense other beasts and guardians.
Appearance: Aldur has emerald green eyes, brown shoulder-long hair that is usually tied in a ponytail, and stands just above 6'0" tall. He is in good physical condition, and though of a slender build, he is by no means weak. Most often seen in a black leather outfit, which is his work attire. On his back is a bow and a quiver, and on his right hip a sheathed, slightly curved blade(A katana more or less). Tucked away is also a number of knives and other assorted tools of his trade. While not at a job, he usually wears rather fine clothes that is either a dark forest green, or a deep blue color. Obviously not armed to the teeth while socializing with others, he only wears his blade and a few of the knives. Regardless of the outfit, he is always wearing a silver pendant, shaped like the face of a wolf, with deep blue sapphires as eyes.
NOTE: The mark isn't yet present, as he is not yet a guardian, will be explained in the beginning of the RP. The mark of Aniu is shaped just like the pendant he wears, although black in color, and is located in his left palm.
Personality: Aldur is fairly intelligent, extremely organized, and very professional. he prefers the forest, and nature in general, over cities and society, not because he feels out of place, or lack the social skills to interact with others, but because nature is much more pure, and he finds the serene aura that lingers in a forest untouched by man to be very calming. Though an assassin, he is not one who enjoys the taking of lives. He is not a common blade for hire, but rather belongs to a quasi-religious order that strive to maintain peace. If the death of a few people will prevent a larger conflict, then that is the price that must be paid for the greater good. Aside from his association with said order, he is not a very religious man, he does however believe in the old deities, Aniu in particular.
History:
The Order of Aniu
A quasi-religious order consisting of the worshipers of Aniu, the black wolf of balance. While most of the members are rogues, assassins and spies, there are mages, warriors, and even those who would call themselves priests and priestesses of Aniu that belong to the order. The order has taken it upon themselves to maintain balance and peace in the world, at any cost. If a handful of people need to die in order to prevent a full scale war, the Order will gladly hold the knife. This doesn't mean they are eager to kill, nor does it mean that they are a collective of bloodthirsty individuals, but they believe that a few lives is a small price to pay in order to save many. In other words, doing what they consider justified for the greater good.
Legend has it that that the founder of the Order was once the guardian of Aniu, and that the reason for the Orders origin was twofold. On one hand it was founded to remember Aniu and the deities of the old, but on the other hand in an attempt to strive for a world where She and her kin would not have to be summoned again. For while it is true that She and her kin is indeed connected to this world in a way that mortals cannot quite fathom, it would take a tremendous amount of chaos and disorder in order for Her presence to be needed, and thus, in spite of Her love for Gaia, She takes no pleasure in reentering the world.
Aldur An'rayi
Aldur comes from a long line of assassins, and both his parents were respected members of the Order before they passed away. Aldur grew up as an only child in a family where intrigues, secrets and conspiracies were an integral part of life, because make no mistake, rogues do not fully trust each other, given their knowledge of their own line of work. Because of this, Aldur didn't have many friends during his childhood, and those whom he called friends came from similar backgrounds as himself. Ailith, a girl who at a young age discovered an affinity for the arcane, and Darios, a boy who also had a talent for the supernatural, were the only two, besides his parents, whom he completely trusted, and they are still friends.
As they grew up, they all advanced in their fields of choice. Darios became a proficient Blood Mage, and opted for a career as the Order's lore-keeper, though he was a respectable opponent in a sword fight. Ailith delved into the elemental magics of air and fire, explored the realm of psychic abilities, and decided upon a life as a priestess of Aniu. Aldur, never having considered any alternatives, followed in the footsteps of his parents. Being very perceptive during his training, and having two very helpful parents who willingly shared their professional secrets with their son, Aldur soon excelled in the fields he specialized in, and it didn't take long before he caught the attention of the ruling council of the order. It was however not only his combat prowess or his talent for assassinations that they saw, they also noticed his unwavering loyalty to the philosophy of the order. He was not one that asked to kill, but he had no qualms in completing a contract once he was convinced that it was necessary.
At the age of 20, the greatest tragedy of his life occurred. A mage who had been experimenting on a spell to inflict disease had a little accident, and inadvertently misfired it. The result was that he got infected himself, and about a quarter of the Order's sanctuary that Aldur's family lived at followed suit, including both of his parents. Death was no stranger to Aldur, but he had never considered the possibility that his parents would die, and certainly not in this way. Since the disease was magical in nature, and the mage who was working on it died shortly after getting sick, the healers didn't quite know how to counter it. On their deathbeds, Aldur received his father's Bow, and his mother gave him her blade and a silver amulet in the shape of a wolf, to this day, those are his three most prized possessions.
For the next five years to come, Aldur put all his focus on his work, and he quickly rose in reputation and in rank within the order. Some time after Aldur's 25th birthday, Darios revealed to Ailith and Aldur a ritual. It was ancient Blood Magic, and while the spell was complex, he was confident he could perform it. The outcome was simple, all three would get their lifetime increased, though how much wasn't quite specified. Neither of the three have ever since revealed the sacrifice that was made that day in order for the spell to work, though it was obviously successful since this was over 80 years ago.
Aldur has dedicated most of his life to Aniu and the Order, and is currently a member of the ruling council, little did he know that this dedication would attract the attention of Aniu as time grew closer to the day when Guardians once more walked Gaia, and the Sacred Beasts once again would need to be summoned.

Sacred Beast: Aniu. She is a large midnight-black wolf. A being of balance, she is the matron deity of the order of Aniu. Though she had little to do with it's creation, she fully supports their philosophy. In the conflict at hand, Aniu opposes Drakon, and sympathize with Omen. In the end though, she is on the side of balance, and will go up against anyone who threatens it. Her power is the ability to influence the success of people's endeavors, or their luck if you will, more specifically(though not exclusively) the members of the Order. (Like Nocturnal in Skyrim if you've played the Thieves Guild storyline.)
Other: Left-handed, though he can use either hand in a sword-fight, he is not as good with his right hand.


EDIT: SU finished.
EDIT2: Ok, now I should be done. Unless I forgot something yet again. >_>
Everything looks good. Accepted.
__________________
Crystal Momoyia

Lv100 @ 7896
~Links~

Last edited by CM; 04-22-2012 at 02:44 AM.
Reply With Quote
  #11  
Old 04-23-2012, 03:17 AM
Winter's Avatar
Winter Offline
 
Join Date: Jun 2008
Location: Banora, munchin' on dumbapples...
Posts: 4,528
Send a message via Skype™ to Winter
Default Re: Shredded Sacred Bonds [SU/DS]

Well, this is what I have so far, it's kinda patchwork, lol, but I'll let you know when they're done. Sabi, you might recognize them.


Name: Rayna
Gender: Female
Age: Unsure, looks 15 or so
Race: Yang (A being created from the positive and most considered "good" emotions of a no longer living person, typically who had not fully lived their life out, created alongside a Yin that they are connected with and rarely leave the side of, as the pair still act as two halves of a whole, as though they were still one. In Rayna and Anya's case, they were created from the lost life of a very sick young woman)
Class: Mage
Specializations:
Spirit Healing- First and foremost, Rayna is a healer--she has to be, otherwise Anya would be dead by now. However, she uses it just as much on others as she does on Anya.
Primal Magic- On top of healing, Rayna seems to have a knack for earth and ice magic that she uses offensively and defensively, mostly to protect Anya.
Guardian- Rayna and Anya were chosen as the guardians for and by Laila, the feathered cougar. Her mark appears as a silver feather on the right side of Rayna's neck.
Appearance: Though Rayna and Anya are often referred to as "the twins" by those who know them, those who don't know them would never see it. With raspberry red hair that is cut to just under her chin line and trusting, pale blue eyes that watch you from just about a dusting of golden freckles, she's the picture of innocence. Of course, the fact she also stands at 5'2", is incredibly thin, and rather pale also contribute to her appearance of fragility, which often makes people subconsciously feel the need to protect her, though she could take care of herself just fine, even without Anya. She wears a simple white sundress that goes to her knees and has an empire waist formed by a pastel olive green ribbon that forms a small, neat bow in front, over which she wears a large dresslike hoodie(like the one the girl here is wearing for lack of a better description) that is the same pastel olive green as the ribbon on her dress and sandals tied to her feet by the same color and kind of ribbon. Around her right wrist is a silver bracelet whose chain resembles a wreath of wildflowers that curls around an orb of jade-colored stone the size of a half-dollar that stays on top of her wrist no matter how much it is shaken around. She is never seen without it, and many simply speculate it just doesn't come off.
Personality: Rayna is a bright, upbeat, and very friendly young woman. She's the kind of girl you see picking up stray kittens off the street and asking "Can we take it home? Pleeeeeeease?" every time she does it, even though she knows the answer will be no. She barely seems to know the meaning of the word "enemy", is as curious as a cat, and cares a great deal for her friends, especially Anya. A big fan of non-violent settlement, Rayna tries to get everyone around her to talk out their disagreements, and it usually works...with the threat of Anya tearing anyone who thinks of touching Rayna with the slightest though of malintent in their minds, who wouldn't agree to at least try. Rayna is easily loved by most people she meets, as cheerful and innocent can be, people tend to trust her, and she's not one to betray the trust you've put in her, so long as you don't mind the fact everything she knows, Anya knows. Easily Anya's polar opposite, most people don't get just how the two stay so close, "twins" and mind sharing or not. However what most people don't know is that she is capable of being serious, and she is capable of violence where Anya is concerned--if she gets hurt badly enough, Rayna can and will make you regret ever thinking of hurting her "sister" considering her vast knowledge of spells.
History: In spite the fact that the pair refer to themselves as twins and sisters, the Rayna and Anya have no idea if they are twins--let alone if they are even blood relations. In fact, they have no memory of life before waking up together in a field a little less than two years ago, completely blank slates. They quickly learned that they had certain skills which they could use to defend themselves--something they would need to use to keep themselves alive, though how they obtained these skills, they have no idea because of their memory issue. However, as they didn't feel the need to know, they simply relied on their instincts to tell them what they could and couldn't do and did not question why they could not remember. They invented names for themselves and figured that they had to be sisters, quite possibly twins, due to the relationship between them that allowed them to share minds and work without sharing words in battle. They continued living, trying to keep mostly to themselves when they realized that many people seemed to give them odd looks and whisper about them behind their backs, though between the two of them, their skills (Rayna's in healing and Anya's in battle) also provided them money through jobs as a healer and many other odd help jobs, as well as, rarely, a set of mercenaries. Eventually, a few months ago, they were drawn back to the place where hey first woke to find Laila waiting for them. The Sacred Beast chose them both as her "Guardian" and marked them, though they still aren't entirely sure why she referred to them as one rather than two.
Sacred Beast: Anya and Rayna were chosen as the Guardian(s) of Laila, a rather curious beast. Laila is a cougar who is covered in soft white feathers with a patch of black feathers around her muzzle (think of a swan's feathers and coloring on a cougar) rather than fur. She is a beast said to represent power and grace, representing what she does, Laila is a very wise and comforting presence. It is because the pair's split between the kind healer and defender and the wild, unrestrained power and how they use it as one in such a way that they balance each other out that she chose Anya and Rayna to help her oppose Drakon, as she is a firm believer in using power wisely and protecting the innocent, and she may actively use her power to manipulate earth to do so.
Other: Rayna and Anya act as two halves of a whole in battle, Rayna healing and protecting Anya without need for words between the two while Anya typically fights fairly recklessly and wherever she sees fit, however she will fall back and protect Rayna if she is in danger. Also--they share a mind and have a tendency to finish each other's sentences, particularly when excited...if they're really excited, they may change speaker multiple times during a sentence or idea...which can be really confusing for anyone who doesn't know them well.


Name: Anya
Gender: Female
Age: Unsure, looks about 18 or so
Race: Yin (A being created from the negative and most considered "bad" emotions of a no longer living person, typically who had not fully lived their life out, created alongside a Yang that they are connected with and rarely leave the side of, as the pair still act as two halves of a whole, as though they were still one. In Rayna and Anya's case, they were created from the lost life of a very sick young woman)
Class: Warrior
Specializations:
Berserker-Anya in battle is a fright to see, as she depends on no one but Rayna, and even then, typically ignores most of what Rayna is doing unless she's in danger. If you get in her way, she's just as likely to cut you down as she is to yell at you for it, be you and ally or an enemy. At that point, about the only one she will listen to is Rayna.
Guardian- Rayna and Anya were chosen as the guardians for and by Laila, the feathered cougar. Her mark appears as a silver cat paw on Anya's left shoulder.
Appearance: As Rayna's polar opposite in almost every way, the only thing about their appearances that match are their pale blue eyes and pale skin. However, Anya is about a head taller than Rayna, with clear skin and ink black hair that falls in waves around her face, with grown out bangs that she brushes behind her ears. Long-limbed and thin like Rayna, Anya doesn't look nearly as strong as she really is, which tends to throw most people off--especially when anyone other than Rayna just in to defend her and Anya's first reaction is to tell them "Get out of my freaking way." before jumping back up and back into battle. She wears a simple black sleeveless top under a brown, hard leather breastplate (the only armor you'll ever fin her wearing) with a pair close fitting dark blue leggings. On her feet, she wears a pair of brown boots that go to her mid-calf.
Personality: Seemingly cold and unfriendly, while her sister draws people to her, Anya seems to repel them. She isn't the kind of person to sugar-coat anything, and she doesn't care what anyone but Rayna thinks about her. While it is hard to earn her friendship, it is often considered beneficial that you at least make an effort, because once she finds she likes you and considers you a friend, Anya will keep an eye on you and help you in a fight, as will Rayna. However, if you so much as barely hint at wanting to hurt Rayna, she will rip you to shreds and ask questions later. Her biggest, and arguably only, soft spot is for Rayna and it may be the only time you ever see Anya act kind if you end up on her list of people she doesn't like. Anya is also capable of being incredibly smart and observative. People wonder how in the world Anya and Rayna can get along when their personalities are so differently, but they do, and Anya loves Rayna like a little sister.
History: *see Raya's SU*
Sacred Beast: *see Rayna's SU*
Other: Rayna and Anya act as two halves of a whole in battle, Rayna healing and protecting Anya without need for words between the two while Anya typically fights fairly recklessly and wherever she sees fit, however she will fall back and protect Rayna if she is in danger. Also--they share a mind and have a tendency to finish each other's sentences, particularly when excited...if they're really excited, they may change speaker multiple times during a sentence or idea...which can be really confusing for anyone who doesn't know them well.
__________________

Banner by me! | My dA | My FF.Net

Last edited by Winter; 04-30-2012 at 04:15 AM.
Reply With Quote
  #12  
Old 04-23-2012, 09:58 AM
Brainiac's Avatar
Brainiac Offline
 
Join Date: Feb 2006
Location: I live in my imaginary imagination!
Posts: 1,034
Send a message via AIM to Brainiac Send a message via MSN to Brainiac Send a message via Yahoo to Brainiac
Default Re: Shredded Sacred Bonds [SU/DS]

This looks interesting. I haven't rp'ed in several years, but I'm excited for it.


~Sign Up Sheet~

Name: Corbin Smythe

Gender:Male

Age: 20

Race: Human

Appearance: This is his appearance at rest. Because of his Feruchemical skills, however, he has the ability to manipulate his appearance in many dramatic ways, such as age, color of skin, of eyes, or of hair, his size, and about anything else his imagination lets him come up with. He is most comfortable in a social setting looking like himself, with crazy hair perhaps.

His is usually six feet tall, 200 pounds, and solidly muscled, due to the strenuous training regimen he maintains in order to make his feruchemy as powerful as possible.

Class: Mage (Channeler)

Specializations:

Chanelling: As a channeler, Corbin is able to perform many tasks in a manner very similar to that of magic performed by a mage. The fundamental difference is that when channeling, Corbin uses absolutely none of his own power. He doesn’t summon creatures, doesn’t connect to an otherworld for strength or any other known means of magic. He doesn’t pull on the elements for power. He uses no power. His channeling ability allows him to re-direct energy that already exists completely independently of him. He can store a limited few kinds of this energy, but for the most part, he must IMMEDIATELY repurpose that energy to a task of his choosing. That is channeling.

Corbin has never met, nor even heard of, another channeler. As far as Corbin knows, he’s the only channeler alive. His abilities are pretty ambiguous as a result. He manipulates energy, in any form. They key to a channeler is the “law of equivalent exchange,” or, everything comes from somewhere, everything goes somewhere. Nothing is lost, nothing is gained. Channelers draw no power from themselves. They only have the ability to re-use energies that they take from somewhere else. Any kind of energy can be re-purposed, but only specialized training can allow it to be stored. In order to store power, a medium is required, and it must be made of a pure element, aka, pure gold, or a pure crystal, which can be things which are actually more than one element, such as amethyst or topaz or quartz. The stored power is only useful to the channeler who stored it, but in order to store/retrieve power, physical contact with the medium of storage must be maintained. Any single medium may only store a single, non-specific type of energy. Aside from the law of equivalent exchange, channelers must also follow the rule of sevens; up to only seven sources of energy may be redistributed at a time, and only seven objects may be the recipients of redistributed energy at a given time. It just isn’t possible to concentrate on more than seven things at once with a channeler’s ability. There is a range limit on a channeler’s ability to channel energy, which is sight. The channeler doesn’t necessarily have to be looking at something, but it has to be close enough to be able to see it and focus on it…

The study of Feruchemy, the most versatile form of channeling, is unique in its ability to re-distribute attributes that seem to be something other than energy. These attributes however are uniquely limited to coming from the channelers themselves, across time. Aka, they can sacrifice 10% of their strength for a few days in order to gain increased strength in a time of need, or go without eyesight, or with weakened vision, in order to have heightened vision and possibly see in the dark depending on how much vision they have stored. The power of Feruchemy is derived from the ability to control the input/output rates of Feruchemically stored attributes, or in other words, though two days were spent at 90% strength, you could drain it all in 2 hours at 340% strength, or even 2 minutes at 20,400%, which is saying spend two days at only 90% and you can spend 2 minutes at over 200 times your normal strength.

Chanelling is Corbin’s life. Although he was using tele-kinetic channeling for years before he even discovered the existence of feruchemy, he rapidly became a master of feruchemy. Some of his favorite, everyday uses of feruchemy are to change the color of his hair by storing away different combinations of the colors red, blue, and yellow to leave the color of his choice visible for the day. The stored color can then be redistributed for use in camouflage and stealth activities, such as turning his skin black, or any other color for that matter. He likes to store up his unpleasant body-odor and release it as a means of distraction during battle. In battle, he can store the weight of his body as he runs to make moving take less energy, then use the stored weight to put more power behind his blows. He loves the creative challenged it presents.

As a medium of storage for his force Feruchemical channeling, he wears a bracelet on his right wrist made from pure nickel. Not very valuable, this is part of why he chose nickel. It’s been there for so long, it’s now too small to be removed.

Force magic: Force mages are a fearsome sight on the battlefield, bending the laws of nature to crush, toss, and debilitate their foes. Able to manipulate energies and even gravity itself, a Force mage is a great ally and a terrible foe.

This is the first magic Corbin learned to channel. For a while he wasn’t even aware that he was also a normal mage because of it. He would slow things down and speed things up by stealing all the kinetic energy from something and putting it all somewhere else. It wasn’t until he started proper training in magic that he realized he could perform these tasks following the normal rules of magic, without channeling, by using his Mana.

After a lot of time experimenting with his channeling abilities, Corbin discovered that he could actually repurpose matter as energy. While initially the ability to turn any small object into a grenade doesn’t sound exceptionally useful, he is also able to channel that energy towards tasks that are much more elegant and controlled.

Corbin usually stores his Force Magic energies in the pendant he wears around his neck.

Arcane Warrior: They channeled magical power through their weapons and bodies, becoming terrors on the battlefield. Most consider these skills lost forever, but they may still linger in forgotten corners of the world. Arcane warriors may learn to use their magic score to satisfy the strength requirement to equip higher-level weapons and armor. Arcane warriors also tend to favor bladed weapons over the usual staff mages use.

When striving to develop his Channeling abilities, specifically Feruchemy, he discovered the ancient ways of the Arcane Warrior. On top of Feruchemy itself, he has the ability to use his own stores of Mana to provide him with unnatural abilities, which Corbin found incredibly useful when trying to store Feruchemical energy because he could be at higher than 100% in a trait to store abilities with.

Guardian: One may wonder if Corbin being chosen as a guardian was luck. Perhaps, he was chosen because he didn’t need luck. Either way, he’s become a guardian, and feels a sense of duty and purpose in that calling. Along with Feng-huang, Corbin takes his role as guardian to mean he is to act in support of rebirth. He knows good and evil are necessary parts of a whole, and does not consider himself to be either. His role is to provide for the eradication of imbalance through rebirth. Rebirth comes from the ashes. Although the pair do not side with Drakon, they see his actions as necessary in order to bring about the climate required to foster the rebirth they feel this world so desperately needs. For now, he feels his duty is to watch and see what happens. The guardian mark on Corbin is a bird perched atop an arrow with points on both ends, symbolic of the dual nature of death and birth. It’s located above his right breast.

Personality: Corbin loves attention. He has this presence of fun, uncaring, live in the present attitude that almost everyone knows. What may be less apparent is that Corbin’s personal philosophy is “work hard, play harder.” He is usually playing, but when the time for work comes, he gives it all he’s got. He doesn’t see the world as black and white, doesn’t support ‘justice’ or avoid a fight. He usually just wants a good time, and as long as you don’t get in the way of that, he has no quarrel with you. If you do, he will have a good time making you wish you hadn’t interfered with his good time. He almost always seems happy, and at ease. He does have a hard, cold center, though, that he keeps hidden with a mask of sociability. He actually cares for very little.

History: As a child, he always felt he was unique, and when his parents discovered him using powers at age 5, he was apprenticed to the local mage. He was ecstatic! It quickly became apparent that everything good would happen to him as a mage. His parents were excited, and bought him nice clothes and new toys and were much more interested in his life than they had seemed before.

He took to magic like he was born for it. Then he discovered the he was a channeler. He was confused. He thought it meant he wasn’t a real Mage. He didn’t want to tell his parents because they had been so nice to him about becoming a mage’s apprentice that he was certain they would be upset and disappointed. Instead, he pretended to be a normal magic user, knowing that with every passing day his fraud might be discovered and his parent’s shame realized. At first he resented being different from the other mages. Then, when he was nine, they started learning some of the druidic disciplines.

Up to this point in his training, Corbin had been able to emulate most of the magic his master had tried to teach him using his ability to channel kinetic energy, using a bit of creativity. Then, they started on shape-shifting. It was shortly after the time he had discovered that he could actually save up kinetic energy in a rock and save it for later. After a week of agonizing how he could possibly perform shape-shifting magic without being a true mage, he discovered Feruchemy. He got to the point that he imagined his identity as a type of energy. He took that energy and tried to re-purpose it. The first feruchemical channel he performed was to have transferred length from the fingers in his left hand to the fingers on his right.

It seemed to him, in that instant, that this was what he was born to be.

He quickly realized that he could store this identity-energy just as he did kinetic energy, in a bit of pure metal. After a lot of experimentation, he discovered that he could channel his youth into his jewelry, and become much older. He started sneaking out at night, under cover of darkness, to go and spend time as an adult in the pubs. He didn’t want to get drunk, because he was worried that he wouldn’t be able to keep channeling his youth if he lost his concentration, and turn young again. That wouldn’t go over well.

So, at night, He learned about the world, a study that he felt paralleled his daily studies nicely. Soon however, he came to resent being treated as a child all the time. It didn’t matter that he was only ten. He had been spending months as a man of nearly thirty, every night. He felt like he was being controlled, looked down on, and manipulated.

He left. The only things he took with him are the two pendants he wears as his channeling storage mediums, the solid nickel bracelet on his right hand, which he put there by using his stored up youth to return to the age of five, place the bracelet on his wrist, then grow back to an adult, when his hand was far too large to allow the bracelet to be removed. The second was an ancient, silver dagger-and-sheath cross pendant that he wore around his neck all the time. The bracelet was for feruchemy. He couldn’t let that be removed under any circumstances. The pendant was his store of kinetic energy. He valued this less than his feruchemical storage, though much more than any other possession he owned.

He just disappeared. He didn’t really know his parents anymore, after having lived for five years as an apprentice mage. His master was kind to him, but he had no feelings for him. He had nothing to attach him to the town where he lived, and the entire world beckoning to him to come and explore.

For five years, he lived as a man of thirty. It was at this point in his life that he became interested in training up his natural body, as a means of enhancing his feruchemy. He reasoned that the greater his natural strength, the more he could store away when he didn’t need it so that when he did need, there was more to use. The greater his natural speed, the less stored speed he would expend. However, in order to train his natural body, he had to actually let himself be a boy of fifteen.

At first it was difficult, but he learned to cope, and his years as an adult had left him confident. He had a presence of authority and leadership that other youth naturally gravitated to. This is when he finally realized the value of work, because up until this point, he had always acted on impulse.

He spent the next five years working hard, and playing harder. He pushed his limits every day, and grew more powerful. He learned that, contrary to his prior belief, he actually had his own personal stores of Mana, and could use magic just like any other mage, though he was admittedly fairly weak without his abilities as a channeler. He learned to use his feruchemy to make his training even more effective, by making himself heavier when he exercised, making himself more tired as he ran, taking away some of his speed as he fought.

While he had been zealously pursuing self improvement, he had no real direction in his life. That all changed recently.

Feng-huang had found Corbin, had chosen Corbin to be the harbinger of the rebirth that Feng-huang knows will be required, ensuring the perpetuity of the future of Gaia.

Sacred Beast: Feng-huang, is attributed with representation of the southern compass point, the bringer of new life, and wielder of fire. He is the phoenix, announcer of the dawn, and the symbol of rebirth. Feng, as Corbin has come to call him, has his own agenda. Right now, that agenda doesn’t bring him in alignment with either side of the conflict erupting between the guardians.

Feng has power for over both fire, and plant life, as a source of both destruction and new life. However, the power over plants is simple, because in the wake of the fire, plants have little need for support in order to produce growth, because there is little competition.

Other: He has learned to use a Kwan Dao as his primary choice of weapon. He often will fight using this weapon before typically resorting to outright magic.


Edit: I think that should be enough... I kinda got carried away on the history... hopefully it isn't too long!

EDIT again: So, I switched a few things around. Hopefully this is more what you had in mind.
__________________



Last edited by Brainiac; 04-28-2012 at 11:38 PM.
Reply With Quote
  #13  
Old 04-23-2012, 06:03 PM
CM's Avatar
CM Offline
Dungeon Master
 
Join Date: Nov 2006
Location: FLAMING RATTATA!!!
Posts: 7,788
Send a message via AIM to CM
Default Re: Shredded Sacred Bonds [SU/DS]

Quote:
Originally Posted by Winter_Cherry View Post
Well, this is what I have so far, it's kinda patchwork, lol, but I'll let you know when they're done. Sabi, you might recognize them.

Spoiler:

Name: Rayna
Gender: Female
Age: Unsure, looks 15 or so
Race: Yang
Class: Mage
Specializations: (up to three max, four if your character is a Guardian. Anything that your character took time to excel in in their class. See the post after next for details)
Appearance: Though Rayna and Anya are often referred to as "the twins" by those who know them, those who don't know them would never see it. With raspberry red hair that is cut to just under her chin line and trusting, pale blue eyes that watch you from just about a dusting of golden freckles, she's the picture of innocence. Of course, the fact she also stands at 5'2", is incredibly thin, and rather pale also contribute to her appearance of fragility, which often makes people subconsciously feel the need to protect her, though she could take care of herself just fine, even without Anya. She wears a simple white sundress that goes to her knees and has an empire waist formed by a pastel olive green ribbon that forms a small, neat bow in front, over which she wears a large dresslike hoodie(like the one the girl here is wearing for lack of a better description) that is the same pastel olive green as the ribbon on her dress and sandals tied to her feet by the same color and kind of ribbon. Around her right wrist is a silver bracelet whose chain resembles a wreath of wildflowers that curls around an orb of jade-colored stone the size of a half-dollar that stays on top of her wrist no matter how much it is shaken around. She is never seen without it, and many simply speculate it just doesn't come off.
Personality: Rayna is a bright, upbeat, and very friendly young woman. She's the kind of girl you see picking up stray kittens off the street and asking "Can we take it home? Pleeeeeeease?" every time she does it, even though she knows the answer will be no. She barely seems to know the meaning of the word "enemy", is as curious as a cat, and cares a great deal for her friends, especially Anya. A big fan of non-violent settlement, Rayna tries to get everyone around her to talk out their disagreements, and it usually works...with the threat of Anya tearing anyone who thinks of touching Rayna with the slightest though of malintent in their minds, who wouldn't agree to at least try. Rayna is easily loved by most people she meets, as cheerful and innocent can be, people tend to trust her, and she's not one to betray the trust you've put in her, so long as you don't mind the fact everything she knows, Anya knows. Easily Anya's polar opposite, most people don't get just how the two stay so close, "twins" and mind sharing or not. However what most people don't know is that she is capable of being serious, and she is capable of violence where Anya is concerned--if she gets hurt badly enough, Rayna can and will make you regret ever thinking of hurting her "sister" considering her vast knowledge of spells.
History: (at least a brief history, especially if your character is a Guardian)
Sacred Beast: (name, what kind of creature he/she is, appearance of the Beast, and abilities)
Other: (anything that didn't fit elsewhere in the SU)


Name: Anya
Gender: Female
Age: Unsure, looks about 18 or so
Race: Yin
Class: Warrior
Specializations:
Berserker-Anya in battle is a fright to see, as she depends on no one but Rayna, and even then, typically ignores most of what Rayna is doing unless she's in danger. If you get in her way, she's just as likely to cut you down as she is to yell at you for it, be you and ally or an enemy. At that point, about the only one she will listen to is Rayna.
Appearance:
Personality: Seemingly cold and unfriendly, while her sister draws people to her, Anya seems to repel them. She isn't the kind of person to sugar-coat anything, and she doesn't care what anyone but Rayna thinks about her. While it is hard to earn her friendship, it is often considered beneficial that you at least make an effort, because once she finds she likes you and considers you a friend, Anya will keep an eye on you and help you in a fight, as will Rayna. However, if you so much as barely hint at wanting to hurt Rayna, she will rip you to shreds and ask questions later. Her biggest, and arguably only, soft spot is for Rayna and it may be the only time you ever see Anya act kind if you end up on her list of people she doesn't like. Anya is also capable of being incredibly smart and observative. People wonder how in the world Anya and Rayna can get along when their personalities are so differently, but they do, and Anya loves Rayna like a little sister.
History: (at least a brief history, especially if your character is a Guardian)
Sacred Beast: (name, what kind of creature he/she is, appearance of the Beast, and abilities)
Other: (anything that didn't fit elsewhere in the SU)
Everything looks good so far. I already replied to your VM about what I'd like to see added, but other than that I can't wait to see this finished.

Quote:
Originally Posted by Brainiac View Post
Well, I'd like to reserve a spot in this, and also request permission to do a somewhat altered mage class for this character. I've got the details of the class here, and will hold off on the rest of the SU until I find out whether or not this is even usable.

This looks interesting. I haven't rp'ed in several years, but I'm excited for it.

Spoiler:

Name: Corbin Smythe
Gender: Male
Age: 20
Race: Human
Class: Channeler (mage)
Specializations: Feruchemy, Tele-kinesis, and Nuclear Energy. Guardian.
Appearance: (at least a paragraph or a picture)
Personality: (at least a paragraph)
History: (at least a brief history, especially if your character is a Guardian)
Sacred Beast: (name, what kind of creature he/she is, appearance of the Beast, and abilities)
Other: (anything that didn't fit elsewhere in the SU)



Channeler (Mage):
As far as Corbin knows, he’s the only living channeler remaining. His abilities are pretty ambiguous as a result. He manipulates energy, in any form. They key to a channeler is the “law of equivalent exchange,” or, everything comes from somewhere, everything goes somewhere. Nothing is lost, nothing is gained. Channelers have no power in and of themselves. They only have the ability to re-use energies that they take from somewhere else. Any kind of energy can be re-purposed, but only specialized training can allow it to be stored. In order to store power, a medium is required, and it must be made of a pure element, aka, pure gold, or a pure crystal, which can be things which are actually more than one element, such as amethyst or topaz or quartz. The stored power is only useful to the channeler who stored it, but in order to store/retrieve power, physical contact with the medium of storage must be maintained. Any single medium may only store a single, non-specific specialization of energy. Aside from the law of equivalent exchange, channelers must also follow the rule of sevens; up to only seven sources of energy may be redistributed at a time, and only seven objects may be the recipients of redistributed energy at a given time. It just isn’t possible to concentrate on more than seven things at once with a channeler’s ability. There is a range limit on a channeler’s ability to channel energy, which is sight. The channeler doesn’t necessarily have to be looking at something, but it has to be close enough to be able to see it and focus on it…


Specializations-

Feruchemy: The study of Feruchemy is unique in its ability to re-distribute attributes that seem to be something other than energy. These attributes however are uniquely limited to coming from the channelers themselves, across time. Aka, they can sacrifice 10% of their strength for a few days in order to gain increased strength in a time of need, or go without eyesight, or with weakened vision, in order to have heightened vision and possibly see in the dark depending on how much vision they have stored. The power of Feruchemy is derived from the ability to control the input/output rates of Feruchemically stored attributes, or in other words, though two days were spent at 90% strength, you could drain it all in 2 hours at 340% strength, or even 2 minutes at 20,400%, which is saying spend two days at only 90% and you can spend 2 minutes at over 200 times your normal strength. Feruchemy is extremely limited without specialization.

Tele-kinesis: This is the manipulation of Kinetic energy. Although this energy can be manipulated without specialization, as any can aside from the Feruchemical attributes, a specialist in Tele-kinesis gains the ability to store kinetic energy for use at a later time. This allows much heavier objects to be moved, and much faster speeds to be obtained because you do not need to immediately re-apply motion, and can move things when nothing else around you is moving. Because kinetic energy is so easy to come by, any channeler with a medium of storage in their possession for longer than one day has essentially unrestricted telekinetic ability.

Nuclear Energy: E=mc^2. Physics says that mass is really just another form of energy that can be released when approaching light speeds. A channeler doesn’t have to go to light speeds to produce these effects. No, this doesn’t mean that every object in a channelers field of influence becomes a nuke waiting to happen. Although a channeler can convert matter into energy, the effects tend to be far less violent than a nuke, usually about the force of a grenade, or less even, if the channeler is not paying full attention. This power cannot be used on an object bigger than one cubic foot, and the explosion extends to about twenty times the size of the object detonated. Aka,
A cubic foot- of matter would make an explosion big enough to fill a room, but a coin may likely only have enough mass to cause an explosion the size of a basketball.

It's good to see you again. I remember RPing with you not long after I joined the site, and I really had enjoyed it. I look forward to RPing with you again.

As for your SU, it's really interesting. I like it, and I have no problem with the channeler. However, I can see that under specializations. I don't really see it as a class in itself, but just a mage sub-class/specialization. And the feruchemy can be mentioned in the channeler description, not needed to me mentioned separately. And for the telekinesis and nuclear energy I can see that being in Force magic. I know I didn't do a great job in describing that specialization, but I can see those being in that specialization.

Other than that, I can't wait to see this finished. Reserved, my friend.

~

On a side note, why is everyone putting their SUs in spoilers? If it's because that's what I did, well you don't have to follow that. I only put mine in a spoiler because they are incomplete. Once they're finished I plan on taking the spoiler thing out. I just had to say something about it because I found it a little funny.
__________________
Crystal Momoyia

Lv100 @ 7896
~Links~
Reply With Quote
  #14  
Old 04-23-2012, 08:40 PM
Eternal Moonlight's Avatar
Eternal Moonlight Offline
The Luna Diviner
 
Join Date: Jul 2007
Location: Rumored Canadian
Posts: 6,579
Send a message via AIM to Eternal Moonlight
Default Re: Shredded Sacred Bonds [SU/DS]

Should be done now ^^


Name: Amber Greenwood

Gender: Female

Age: 20

Race: Human

Class: Mage

Specializations:

Druid: Living in the forest on top of her readings have made this the most powerful of Amber’s specializations. Her offensive and healing powers are considerable, although not nearly as potent as they could be. Her shape shifting power took a while to master, and despite the light nature of the alterations they left on her appearance, have yielded some sort of hellish dog. Basically it’s a Houndoom with larger fangs, electric eyes that glow in the night and darker red markings. In this form, she’s rapid, hard hitting and sturdy to psychical blows but hasn’t proven tolerant to magical based attacks. At the moment, she’s trying to add an otter to her arsenal, with fair results. It’s hopeless in battle though.*

Primal Magic: Burn baby burn, fire is Amber’s main elemental power. She might have opted for an earth or more likely a lightening focus, but her books had a lot more on flame than anything else. With ease, the young woman can set any flammable objet ablaze, and can shoot fireballs as an offensive move. Maintaining larger blazes is rather taxing on her though.*

Appearance: This picture describes Amber well. The only real changes are the suitcase, whose job take by a large brown satchel. Her boots also lack the blue-ish pigment and are instead a dull red.

Personality: If Amber’s personality had a colour, it would be red, hands down. She’s passionate, energetic and as a result, often rushes into situations without thinking them through, sometimes leading her into tricky situations. Even then, however, Amber usually sees a difficult position as a challenge, one that she’ll gladly accept. “Leap before you look” would summarize her approach perfectly. In that sense, the young woman isn’t much of a thinker, although she’s far from stupid. In fact, she’s got a vast knowledge of plants and fungi from her childhood readings, and has forgotten very little. She is also a fast reader and has decent math skills, although they are rarely useful in her setting.

Amber is also loud, confidant and can pass off as obnoxious at times. However, living in the wild has taught her to never get too cocky as a good situation can easily turn bad. Despite this, she is rarely a logical being usually letting emotions guide her, which has been both helpful and a hindrance. Although the young woman has few friends, she would defend them at all costs, even at her own expense. Actually, personally, she doesn’t really react to insults or threats thrown her way, but doesn't even give sparing the aggressor a second when these are aimed at her comrades. It isn’t pretty.

It is worth noting that she takes very badly to feeling vulnerable, however, and that she has moderate claustrophobia.

Rules, good luck getting her to follow laws she considers a nuisance or stupid. Amber sees no shame in breaking rules if it would aide her in any way. Yet, she still has a moral code, especially where killing is concerned. Unless it’s for food, out of self defence or the person/animal was really nasty, the mage would rather not take a life. Her tactics are more to incapacitate, intimidate, or injure, and those, she isn’t afraid to do.

As previously stated, Amber is a rather emotive being. It isn’t hard to make her laugh or rage, although she rarely cries. When she’s down, a frown is usually worn and her eyes seem to be missing their usual spark. Her average however is usually a cheerful carefree.

History: As a rule, Amber doesn’t talk about her childhood. Ever. Based on her appearance and attitude, one would easily assume her the daughter of bards or friendly non-conformists, but that is far from accurate. In fact, the opposite would probably ring true. Born into the Black clan as Giselle, her early life was that of pure nobility. It was fancy and rich, but also very restrictive. At a young age, she was taught the significance of grace, dignity and etiquette. There were stringent rules for just about anything, a mistake turned into a costly affair. In the world of the elite, class and image was of prime importance, something that was well drilled into the girl’s head.

Although it was uncommon in the case of a female, Giselle was also taught to calculate simple equations, along with the ability to read. Of course, it didn’t take long for her to be tasked with downing impressive novels, many of which proved quite confusing. None the less, she obediently did as told, like with everything else.

Of her younger years, no incidences really stick out. The girl was easy to control and learned at a decent pace, so conflict was rare. Like most nobles of the area, Giselle was raised by a nanny rather than her parents, which left them with a distanced relationship. When they did interact, however, a psychologist wouldn’t take long to conclude there was much fear in the girl’s heart. Life was one that was lived on pins and needles, Giselle learned that young.

At the age of ten, she was allowed access to the whole mansion library, an imposing room with countless shelves, each filled with books. Like a child, it didn’t take the fair-haired girl too long to find those few “improper” reads that had managed to sneak into the general collection. These took the form of Mage’s books, the mystery and liberty these brought to Giselle kept her entertained for endless hours. She never told anyone though; it was her own little pleasure…

The persona she has come to embody actually stems from a botched trip during her early thirteenth year. Her parents had planned for their sole daughter to meet the man she had been arranged to marry. Like the (mostly) obedient teenager she was, there was no resistance on her part.

However, in the middle of the journey, Giselle and her escorts encountered a broken bridge, which had been damaged in a recent flood. Presented with little other options, they decided to take the back roads…

What an adventure it was! The noble was afraid of the wilds the narrow trails lead through, even more so after a gang of rogues attacked, which ended up splitting the group up, Giselle with the smaller half. Now, the escorts had little time to monitor her activities, trying to locate the others and getting out become top priority. This allowed her ample amounts of unrestricted free time, and there were no set rules to follow. Slowly, the character nobility had forced onto her began to weaken as Giselle discovered independence.

She found herself taking back, ignoring the few conventions that still remained and actually enjoying her acts of rebelliousness. She was just being, allowed the oppressed emotional side of her being come through. It felt good, even though it didn’t always yield favourable results. The change was gradual, so her escorts never really took much notice, and thus, rarely discouraged the new behaviour.

It actually took almost a year to make it to her “future husband’s” mansion, but by now, Giselle had little interest in marrying him. He aroused the same passion as would a brick wall, and despite knowing her feelings had nothing to do with a noble’s marriage, was determined to escape a loveless fate. Being through villages, Giselle had seen how peasant couples acted. Some were abusive, but others a thing of beauty. Nothing forced about them, nothing fake, it wasn’t an act.

The trip home was much shorter, thanks to a fixed bridge. Once home, the fourteen year old confronted her parents, which yielded her confinement in a closet, only being able to take one bathroom trip a day. Although it marked with claustrophobia, Giselle was able to pull one good thing from it. On the final night trapped, Amber was born from her favourite colour. She was going to run, go back to the forests. She would take the money stored in her room, her favorite books, buy some clothes and leave. Amber never gave it a second thought…

During the next six years, Amber mastered the techniques in the texts and by meeting other Mages, was able to learn some other skills. Her success in magic eventually lead her to being a Mage herself, and a pretty good one from all the time spent practicing. Apart from foraging, the teenager did little else.

She did occasionally venture into towns along her travels, so her social skills never really faded. Her use of formal English soon died, however, as she dropped her noble roots. When Amber would see missing posters depicting Giselle, she merely chuckled to herself, looking at the now obsolete image. Her eyes had permanently changed colours during a transformation, as had her hair, although that difference was minor. She’d lost a lot of weight and managed to grow a little higher. She no longer acted like Giselle, she no longer thought like Giselle, she simply was no longer Giselle.

Living in the same woods for long periods of time, Amber managed to befriend two distinct animals, a Blue Jay (she) named Lapis and a female lynx called Jade. The latter was rescued as a kitten, and it follows the teenager everywhere, acting most unnaturally like a guard dog.

Her clothing and lifestyle leave many believing the Mage is a ranger or rogue, so she easily slips by undetected.

Sacred Beast: n/a
__________________

{Activity will likely be off} {Paired with Sam }

Last edited by Eternal Moonlight; 05-03-2012 at 08:05 PM. Reason: Bad wording fix
Reply With Quote
  #15  
Old 04-23-2012, 08:55 PM
CM's Avatar
CM Offline
Dungeon Master
 
Join Date: Nov 2006
Location: FLAMING RATTATA!!!
Posts: 7,788
Send a message via AIM to CM
Default Re: Shredded Sacred Bonds [SU/DS]

Quote:
Originally Posted by Eternal Moonlight View Post
Still not done, but I figured it was worth posting what I had so far ^^


Name: Amber Greenwood

Gender: Female

Age: 20

Race: Human

Class: Mage

Specializations:
Druid:


Appearance: This picture describes Amber well. (will probably ad some text later)

Personality: If Amber’s personality had a colour, it would be red, hands down. She’s passionate, energetic and as a result, often rushes into situations without thinking them through, sometimes leading her into tricky situations. Even then, however, Amber usually sees a difficult position as a challenge, one that she’ll gladly accept. “Leap before you look” would summarize her approach perfectly. In that sense, the young woman isn’t much of a thinker, although she’s far from stupid. In fact, she’s got a vast knowledge of plants and fungi from her childhood readings, and has forgotten very little. She is also a fast reader and has decent math skills, although they are rarely useful in her setting.

Amber is also loud, confidant and can pass off as obnoxious at times. However, living in the wild has taught her to never get too cocky as a good situation can easily turn bad. Despite this, she is rarely a logical being usually letting emotions guide her, which has been both helpful and a hindrance. Although the young woman has few friends, she would defend them at all costs, even at her own expense. Actually, personally, she doesn’t really react to insults or threats thrown her way, but don’t even think of aiming them toward her comrades. It isn’t pretty.

It is worth noting that she takes very badly to feeling vulnerable, however, and that she has moderate claustrophobia.

Rules, good luck getting her to follow laws she considers a nuisance or stupid. Amber sees no shame in breaking rules if it would bring aide her in any way. Yet, she still has a moral code, especially where killing is concerned. Unless it’s for food, out of self defence or the person/animal was really nasty, the mage would rather not take a life. Her tactics are more to incapacitate, intimidate, or injure, and those, she isn’t afraid to do.

As previously stated, Amber is a rather emotive being. It isn’t hard to make her laugh or rage, although she rarely cries. When she’s down, a frown is usually worn and her eyes seem to be missing their usual spark. Her average however is usually a cheerful carefree.

History: (at least a brief history, especially if your character is a Guardian)

Sacred Beast: (name, what kind of creature he/she is, appearance of the Beast, and abilities)
Looks really good so far, my friend. Can't wait to see this finished. With all these SUs coming in now, I need to get it in gear and finish my own X3
__________________
Crystal Momoyia

Lv100 @ 7896
~Links~
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 06:55 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.
Style Design: AlienSector.com