Hidden 10 yrs ago 10 yrs ago Post by TheWendil
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TheWendil The Wendil-Sama™ / ಠ_ಠ

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Height: 5'3" Weight: 120 lbs Hair Color: Pale Blonde Eye Color: Yellow Name: Sable, the Crimson Streak Age: 23 History: The assassin known only as the Crimson Streak is a mystery and an enigma. No one knows where she came from or how she got her reputation. Actually, no, that’s false. People know full well how the girl got her blood-soaked title. However, the answers end there. All anyone knows is that she served under the Imperium for some time as one of their leading assassins before apparently defecting to take the life of a Mercenary. Wandering around for some time, fate would eventually pair her with a certain Taskmage, and the two have been partners ever since. And thus, the mystique surrounding her continues. No one knows her true name, except maybe her partner in crime. Personality: Sable generally has two expressions written on her face: neutral and frowning. Perhaps at one time she was less stoic. Maybe. Now though, she'd much rather just not talk much to anyone at any time or anywhere. And if she does talk, it will be in a monotone voice and expression. As an assassin greatly feared, Sable is a killer with a stone face. Often, the last thing her victims see before their passages into death are her cold visage and blank eyes. Thus, she appears at times distant and robotic, and to some extent she really is, only allowing her mind to focus on tasks at hand. She has a polite dislike for nobility and royals in general, though she will rarely say so. Much like anything else actually. Maybe she's just shy? Who knows. The only person she says more than three words to is her partner. And even then, it’s hard to get any emotion out of her. Weapons: Vim and Vigor: A pair of black and white daggers that are noted to be oversized in appearance. They are often used both in a sword-like fashion as well as traditional dagger play. The weapons themselves lack any sort of special abilities, save for one sole function. Each of the daggers was created for the purpose of nullifying magic. As such, Sable can use them to cut away most forms of magic used against her, and the sight of her slicing away at flames of streaks of cast lightning are not uncommon. The blade’s true potential, however, can be utilized further in dire situations. When sensing a situation in which their master is in danger, Vim and Vigor will increase their anti-magic qualities to the point where Sable can severe the particles of magic in the air from at least a two-foot radius. When this state is achieved, next to all magic is canceled two feet from Sable’s form. Because of her only magic of summoning as well, Sable can also use Vim and Vigor as projectile boomerangs along side close-combat. Abilities: RE-Arch: Sable’s only form of magic; it is a type of summoning magic that can call forth as well as store her weapons Vim and Vigor from thin air. In practical hindsight, it’s simply a convenient method to arm herself quickly. Because of this utilization, she often uses it to call her blades back to her near-instantly, making the tactic of using them as boomerang projectiles quite effective. Other: Although she is known to rest of the world as either Sable, or the Crimson Streak, only one individual dares to give her the affectionate nickname, Crimson Steak. This certain person also has a bad habit of calling her other meat-themed names as well. Furthermore, the full title of her magic is “Repeatable Equip Armament”, or, “RE-Arch”.
Hidden 10 yrs ago 10 yrs ago Post by VKAllen
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VKAllen Friendo

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Appearance: Height: 4 ft. 3 in. Weight: 103 lbs. Hair Color: Ruby Red Eye Color: Rose Red Name: Chi Muzai Age: 20 Personality: Muzai may seem to look and feel as if she doesn't care about what's happening around her but in truth, she was just quiet and innocent, almost oblivious than emotionless. Weapons:
Abilities (Magic): She possesses a unique ability to manipulate the natural world through Eco Kinesis. Normally, this only restricts her to use with plants and greens only. The extent of her Eco Kinesis stretches to other natural entities such as sand, rock, wood and ice. Other:
Hidden 10 yrs ago 10 yrs ago Post by FVGT
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FVGT

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Hidden 10 yrs ago 10 yrs ago Post by Red Wizard
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Red Wizard Crimson Conjurer

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Yem in his transformed shape
Name: Yem Age 205 Appearance: Tall, wiry, a beautiful but serious face. Height: 196cm Weight: 80kg Hair Color: Black Eye Color: Green History (Optional): Yem is said to hail from one of the western provinces of the Imperium. Not much is known about his young history, but he says he was born to a pair of farmers in a small village in the middle of nowhere. He spent much of his time in the nearby forest in his youth, playing with the spirits there. He and one of the spirits eventually fell in love and became a couple. As time passed, however, it became apparent that while the spirit the spirit would live forever, Yem would die of old age. The spirit lamented this and gave her soul to him, prolonging his life indefinitely and granting him the gifts of the forest. He has been travelling the world ever since, marveling at its mysteries. According to him, at least. Personality: Yem is pleasant, thoughtful and secretive. He likes to be around people and has no problem with making friends of strangers. He is the planning kind and likes to take a moment to think before acting. He also likes to keep secrets; Yem never lies but doesn’t always say what he knows. He is very fond of artistry in every kind, especially poetry. Weapons: A spear made from copperwood, and a curved iron dagger. Abilities (Magic): Yem has been given the soul of a forest spirit, granting him many of its gifts:
  • Longevity – Yem is eternally young and will never die of old age.
  • Friend of the Forest – Yem is allied with the forest and can move through it without threat. He can survive on grass and leaves as animals do, and predators won’t attack him unless provoked.
  • Totem – Yem can transform into his spirit shape. While transformed his physical prowess is significantly empowered, as well as his senses. It is very taxing for him, however, quickly exhausting him, as his body wasn’t made to use it.
Hidden 10 yrs ago Post by Scarifar
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Scarifar Presto~!

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Appearance: Height: 5' 9" Weight: 133 lbs Hair Color: White Eye Color: Blue Name: Megumi Takaki Age: 18 Personality: She usually tries to be friendly and kind to others whenever possible. However, she will quickly react with hostile force whenever she feels it is required. During battle, she maintains a sense of honor and often asks her opponent to surrender before delivering judgement. During business transactions she will act business-like, often doing what she can to gain the most profit out of it. Weapon: Cresent Moon: the katana Megumi wields. Forged by a now-deceased master swordsmith, the blade is very valuable and high quality. Abilities (Magic):
  • Electric current: infusing her blade with electricity, she delivers a strong electric shock to anyone who even just touches the blade.
  • Magnet movement: by creating a magnetic current at her feet, she can hover an inch or so off the ground and move much more quickly than she normally can. Also useful for moving over water.
  • Railgun: by sending an electric current into a small metal object and flicking it with her finger, she fires a high-velocity projectile. However, it has a short range and currently requires 2 hands to use, so it isn't used that often.
Hidden 10 yrs ago Post by Eisenhorn
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Eisenhorn Inquisitor of some Note

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Height: 6'4" Weight: 211lbs Hair Color: Dull Brown Eye Color: Left Eye: Green Right Eye: Hidden beneath Eyepatch, assumed missing Name: Alexander Atreides Age: 37 Personality: Taskmage Atreides might be described as sarcastic, disrespectful to anyone who attempts to assert superiority over him, bitter and jaded to the world as a whole. They would not be wrong, but they would not know the whole picture of the Taskmage either. Wandering the lands of the Imperium, doing work for whomever needed his services hardens a man to the suffering and pain the world has. The first to reply to an insult or taunt with a sardonic and often times venomous reply, one would be surprised to note that when the Taskmage takes someone under his protection and tutelage, nothing short of complete obliteration stays his hand when it comes to bettering said person. Such unshakeable loyalty made him a popular hired hand, since once he took the money, he didn't betray his employer until the job, as listed per contract, was complete and someone paid him more to form a new contract. So despite his sardonic comments, his often times unlikeable statements and displeasing aura he seems to have, Atreides is not one to abandon the few that earn his loyalty rather then buy it, regardless the cost to himself. Weapons: +Luna (Detailed in main image): A blade forged with equal parts magic and forge work, this weapon is his primary means of fighting in hand to hand, and his only means of armed combat outside his magic. Due to its unique forging process, it acts as a natural focus and can channel both his ritual magics and actual combat spells when in a bind. +Khopesh Blade: An enigma of a weapon, Atreides refuses to explain the weapon or why he carries it when it serves no purpose that Luna, his main sword, could not possibly do better. It is completely immune to any spells he has ever attempted to cast on it, some far more powerful effect deflecting any overriding enchantments from his rituals, but it never seems to leave his person. Even when lost, its back in his pack within a few hours when no one is looking. Abilities (Magic): Taskmage: Rather then specialize in any one specific arcane art, Taskmages are expected to be able to act as the jack of all trades, when referenced against the arcane practitioners of the realm. This comes as a twin edged blade, some seeing an advantage, others, a grave disadvantage. Taskmages will rarely best enemy wizards in the field the hostile mage has dedicated him or herself to, however, Taskmages can command a far greater, and wider, variety of spells without any more training than most normal mages, and generally have a knack for quickly copying spells for their own use, albeit taking time to bring them up to a well trained enough level to be dangerous. Generally, only one to three spells from any one school of magic might be known at any one time, although legends of the predecessors to modern Taskmages make stories of men and women capable of utilizing advanced magic from many different schools, after many years of application and training. Current Schools Utilized: Electromancy, Geomancy, Pyromancy Ritualistic Magic: As many times as a Taskmage might be hired to join a Mercenary band to provide a versatile hidden weapon, they are as often hired to prepare and enact various rituals that more dedicated archmages are too busy, or ask too high a price, to do. Protective wards, weapon enchanting, tracking spells, Ritual Magic is generally not seen as a in combat viability for the most part, instead used to prepare for combat before hand, runes and phrases prepared to trigger the effects stored by the rituals. Usually, even with prior preparation, a lengthy phrase must be recited to trigger a rituals effect. Current Known Rituals: Weapon Empowerment: (Atreides can currently only activate these on his own specially prepared blade) +Ignis (Engulfs the Weapon in flames, Atreides most preferred and his go to enchantment) +Umbra (Cloaks the weapon in shadow, creating an afterimage which reduces enemies ability to defend against following attacks) +Sol (Encases the weapon in holy Light, highly effective against unholy and daemonic beings. Can also act as an impromptu torch) Raise Barrier: Arcane (Made of pure energy, vice terraforming or utilizing surrounding natural elements) Track Object: Living (Supplied with a piece of the target's body, such as hair or fingers, he can glean a general direction in which the target fled. The fresher the sample, the more effective and accurate the tracking is. Only works on targets alive at the time of casting.) Other: Taskmage Atreides appears to be blind in his right eye, even without the eyepatch covering it, and refuses to discuss the circumstances leading to this happening to anyone besides one specific person.
Hidden 10 yrs ago Post by deadpixel101
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deadpixel101 Still Around

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Appearance: Pale with fair skin they have a somewhat doll like appearance. Their thin nature and ice like blue eyes add to this image. They have deep brown hair that looks nearly black which reaches to about their earlobes. They face is heart shaped and their shoulders are moderately broad. A toned figure, they lie somewhere between thin and muscular, albeit their arms have a surprising thickness to them. This is an outcome due to their lack of legs. Sitting in a wooden wheeled chair, they travel using their upper body to move unlike most. They wear a brown leather jacket over a deep red tunic. A blanket covers them from below, under that though are bandages. A bright red scarf that is quite worn is wrapped around their neck. They are usually also equipped with old brown leather gloves. Height: Hard to say as they are always sitting, though if they still had what they are missing, they would stand at around 5'7 Weight: 115 lbs Hair Color: Oops Eye Color: Oops Name: Rorick X. Vaile Age: Nearly 21 History (Optional): Once worked in a mine. Shares little about self unless asked by a trusted companion. Personality: A little snarky, they always mean well. Not one to jump to danger, or conclusions, they try and see the best in people. They get a real satisfaction from helping people, and though they say they don't want to be thanked, yearn for recognition. Doesn't enjoy being looked down upon. A long fuse attached to a massive explosive, once they get going, they are hard to stop. Holds a grudge. Treasures useless things and think everything, even object, should be treated with care. Quite emotional. Cries like a baby, but not in front of people. Weapons: A custom axe like weapon. It has a rectangular blade suspended by metal poles, attached to one longer metal pole. It isn't fancy in design, though a bit different. Abilities (Magic): Has an express knowledge over totems and runes. Places magical mars on an object, then can make it move inmost any way they want. Does not work on living things, multiple parts mean multiple runes, and more energy. This means a a puppet won't all move with one mark, one needs to be placed where string would. Also uses a form of wind magic to make themselves move faster. Other: Doesn't like it when people try and push their chair for them. Only people they feel close to will be asked or permitted.
Hidden 10 yrs ago 10 yrs ago Post by RedXCross
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RedXCross Dig, Dig, Dig...

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Appearance: He is consistently seen wearing a black-and-white hood with baggy pants, a metal chain belt and a bare chest. He also has tough leather gloves with the fingers torn off. A black mark in the shape of a triangle sits on the side of his neck, and his chest is covered with small scars from various encounters. Height: 5'9" Weight: 143 lbs Hair Color: dirty blond Eye Color: neon red Name: Mal Tersva Age: 19 History (Optional): While Mal would describe his history as “foggy”, if it were clearer, he would probably tell people he came from a normal looking family with less-than-normal traditions. Both his mother and father were professors at a local university whose studies ventured into two very different types of magic. His father studied the embodiment of spirits and the energy surrounding them, while his mother studied Absence Magic, or magic that dealt with the lack thereof rather than the object itself. Darkness was a specific area of this study, but she also brimmed on other topics like cold, space, and other ideas that could only be defined by their lack of something else. Now, since his parents were lovers of the intellectual society, Mal grew up having access to many books and an abundance of tutelage in various subjects, some of which he jumped into excitedly, and others he did for as long as they held his attention (which was not that long, at all). Around eight years old, his parents noticed that he started to veer towards books about Mental Magic, specifically magical hypnosis and manipulation. They would occasionally find him attempting to hypnotize his stuffed animals with a silver coin tied to a string on their return from work. He was about twelve when a new Headmaster came into the picture with demands for research that were beyond obscene, and would terminate professors without a moment’s notice. Even his ethical standards were quite lower than they should have been. Since their living space and amenities were funded by the school to compensate for the lower salaries, his parents were suddenly under a lot of pressure to perform admirably. Both of them were digging through their leads of spells that their last headmaster had deemed unethical just to make the ends meet on his massive demands. The issue was that many of the spells required living test subjects, which was something that neither of them had ever considered. Yet, it was Mal that came forward and suggested they test their spells on him. Now, his parents objected quite heavily at first, as neither of them wanted to try these dangerous spells on their only child, but when the considerate Mal reminded them of their deadlines, and that they really had no choice, he was led into their research facilities late at night. Now, in terms of their research, the spells were mostly successful. Both were spells designed to give the target specific abilities for extended periods of time. When they hadn’t accounted for was the mental strain it placed on the subject. Mal left the lab that night considerably different than how he entered. His physical features hadn’t changed (save for the triangular mark left on his neck) but there was still something about him that was off. Maybe it was the way his body moved around. Or the fact that his face was twisted in a constant smile. His parents brought him in a few days later to show their results to the headmaster, presenting their son who donned a monochrome hood. The headmaster’s mistake was asking for a demonstration… Mal willed his new magic into life, using its power that amplified his own to tear the headmaster apart with the ripples of shadow the ripped off his body. His parents stood with astonished eyes. And Mal took off out a window with a gentle wave. It was a few months later that a Mercenary guild took him under their wing, his master calling him “his secret weapon” while others claimed he was possessed by a demon. It was a year after that when most of them were found dead at the gates to a city. Now, Mal works for himself as his own terms. He acquired the title “Astaroth” or “the Demon Prince” due to his cruel and tantalizing methods, but most knew he was successful in the jobs that he took. But occasionally, people would find those searching for mercenaries dead in alley ways or in the backs of taverns, with a cacophony of laughter dancing gently across the air. Personality: Mal has a very twisted sense of justice, and tends to show emotions in unusual bursts. His neutral expression is a large, twisted grin across his features, but usually this is a visual representation of his plucky attitude. This all seems to fall away, however, when he begins to speak. Mal's thoughts are brimming with intellect, but the way he describes them are rather sadistic (or even masochistic in some situations) and scary. He doesn't really have an understanding of what makes people uncomfortable anymore, even as he describes some of the easiest ways to cause pain to someone. Even so, he has an incredible fascination with magic of all kinds, and will pester people consistently with questions about it until someone tells him to lay off. He responds well to politeness, and if you show him the slightest amount of amicability he will treat you with incredible amounts of respect. A simple "please" is all you need to get him to stop asking questions if it's bothering you. Even his sadistic nature seems to be muted when he is in the presence of kids. Mal doesn't trust people in positions of power as he responds incredibly negatively towards oppression. This is where his twisted sense of justice comes in. If you offer him any possibility to assume that you might be the source of oppression for a group of people (or specifically children) he will find the quickest way to kill you, or worse, in the least amount of time. Mal has turned down high paying jobs because of their reasons, like a man wanting to kill another man in order to take his land, and instead has made the employer his target. He doesn't stick around for long after that, disappearing into the night like he had all those years ago. In conclusion, Mal has trouble with people because he could go from friendly to trying to kill for a Freudian slip, lacks a sense of empathy or sympathy for others (especially when discussing blood and murder) but if you prove to be nice to him and to children he will be incrediibly loyal to you. That is, unless someone tells him that you've supported oppressors, in which case you will have to deal with a very difficult and life-threatening conversation. Weapons: In his travels, Mal has picked up a set of chains with heavy spear spikes at the ends of them, that he swings around with a little assistance from the spells given to him by his parents. Also, while it isn't necessarily a weapon, Mal carries a flashy red gem attached to a black chain around for "interrogation" purposes. Abilities (Magic): - Sigil: The mark on his neck recieved from his father's research holds the secrets to this spell. His father used his research in spirits and spiritual energy to seal a dark spirit into his body. While the spirit is not incredibly powerful by any stretch, it can amplify Mal's speed and strength in exchange for part of his life source. The dark spirit also works in conjunction with his mother's magic to fire dark blades of energy off his body when someone makes it past his defenses, despite the damage it does to his own body. Drawbacks: - Mal has to flee when an encounter has gone on for too long, as the spirit needs a lot of energy to keep moving. - the Dark Blades cut Mal's own skin, hence the scars on his chest, and thus shorten the amount of time he can battle. - Mal's lifespan has taken a permanent toll due to the spirit (he is expected to pass away around age 25) - Shadow Control: Mal combines his Dark Magic with his chains to make them operate almost like living beings at his control. They can strike, wrap around opponents, or even wrap around his own body at command in order to defend him from attacks. In stronger forms, the chains will actually become dark snakes that will chase after prey at his command. In dire situations, he's been known to change his gloves into dark claws to use as melee weapons Drawbacks: - At this point, you've probably come to notice that maintaining energy levels is key to his success. He is not great when it comes to stall tactics, especially when both the Sigil and the Shadow Control are eating at his energy. - Shadow Control requires verbal commands to operate, meaning there will always be a slight delay when it comes to his chains. - At this level, Mal needs to be physically touching an object in order to operate his Shadow Control. He does this by holding his chain belt. He can get rocks and throwing arms to fly out of his hands at quick speeds, but he cannot control them in the air. - Oblivion Mal's secret technique, saved only for the worst oppressors (in his own mind) or the most desperate of situations. This was the only magical gift he achieved on his own merit without the experimentation of his parents, but the loss of his empathy gave this technique a much larger space to operate. Using the red crystal on the black chain, Mal begins to hypnotize an opponent, using magic to increase his target's suggestability, and force their subconscious to operate outside of the concsiousness' will. With this, he can issue one command that they have no choice but to follow, and it is enacted immediately. The title of this technique comes from the only two times he has used it. With his Mental Magic, he erases sections of the person's mind. Once, he erased someone's memories entirely, another time he simply removed a person's intelligent thought, leaving them with the thought processes of an infant. This being said, Mal also knows how to perform actual hypnosis, but that only works if the target is both suggestable and willing. It is impossible to naturally hypnotize someone to do something that they are completely opposed to. Drawbacks: - This spell can and will backfire if Mal tries to use it when exhausted. He can end up trapped in his own mental prison that could take weeks to break free from. - Even when he has enough energy, Mal will be out of commission for the next few days. He will enter a comatose state as his body tries to recover from the extent of the spell - He cannot use this magic in conjunction with other magic. The other magic will reject this spell and cause it to backfire as it could deem the spell dangerous to its host - His target needs to be sitting down and unable to move. Their eyes have to see both the red gem and Mal's eyes perfectly clearly and from up close. This usually means they need to be tied down and forced to look at Mal - This spell has serious strain on the mind of the user, sometimes forcing him to lose some of his memories, or make them incredibly fuzzy. For example: Mal cannot recall his parents names, faces, most of the rooms in his own house, or even what the city he lived in looked like after the two times he's used it. Other: Mal has one keepsake from his old life and he has been known to go mental without it (though you could argue that his constant talking with it could be described as mental). It is a stuffed red panda named Buster that is kept in a bag on his back at all times. He grabbed it on his leave from the university.
Hidden 10 yrs ago 10 yrs ago Post by JurassicHole
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JurassicHole Definitely NOT the Mama.

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Appearance: Sort of like this Height: 6' Weight: 175 Hair Color: Black Eye Color: Emerald Green Name: Vance Age: 22 History: Not much is known about Vance, as he rarely speaks of his past, let alone speak at all. Hailing from the furthest reaches of the Imperium, the masked mercenary seems to march on to his own beat. His work as a mercenary allows him to support his nomadic lifestyle, as there is always work no matter where he is in the Imperium. Upon hearing of these Relics, Vance felt himself drawn to their pursuit. He is yet unsure why, be it for profit or glory, but something in him screams to be among those to uncover them. Personality: Very peaceful and laid back, but can became hostile at a moments notice. Caring and compassionate, but only to those he deems deserving. Weapons: Reinforced Bow, Katana, and two knives that are balanced for throwing. - The Katana has a "Lich" enchantment, which absorbs the energy of any living thing it cuts into and transfers it to Vance. This of course means it has no effect on undead or golem kind of beings. Also, Vance must be holding the blade for the energy to actually transfer, as the sword doesn't hold the energy. Abilities (Magic): Mist Fold – Can make himself camouflaged with his surroundings for as long as he remains still. Also has a time limit, as it drains his stamina rather than just magic energy. Mistwalker – Leaves a decoy of himself that evaporates the moment it's struck. Usually used in conjuction with Mist Fold. Not permanent, only lasts for fifteen seconds at most. Piercing Bloom - Allows him to pour energy into his ranged attacks (arrow or throwing knife) that causes the projectile to cause an explosion of energy on impact. Not used often, as each shot/throw takes a heavy toll on his stamina and magical energy. Can manage 2 - 3 blasts, but any more will knock him unconscious. Mainly used as a last resort or if a target requires a little extra "oomf" for the kill. Other: Rarely takes his mask off, but the portion covering his eyes folds in the mouth portion, revealing his emerald green eyes.
Hidden 10 yrs ago Post by BR8K
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BR8K

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Appearance: Tall and loosely armored throughout. She wears layers of robes with plates upon the shoulders, chest, faulds about the waist, and gauntlets about the wrists that extend out over the tops of her hands. Long, charcoal-black hair falls about her like an avalanche, framing a lithe form chiseled from a life of physical training. Height: 5’9 Weight: 120lbs Hair Color: Pitch black Eye Color: A warm reddish-orange Name: Miramil (Goes by Mimi) Age: early twenties History: Mimi grew up within a glade in the lush Rivenwood forest. Her father absent at the time of her birth, she was raised by her mother, who had secluded herself amidst the babbling brooks and breaching peaks of the region. Here Mimi was taught the important of light and dark, and the healing and destructive powers the two respective forces contained. Her early life was spent learning the forest, navigating it by day and night, and learning it like the back of her hand. It was her home, after all. She had to learn to survive, for there was no fighting the creatures that stalked about at night. Even still, when later on she learned the few offensive techniques that she knows, she never once harmed anything within the borders of the forest. In her mid-teens her mother gifted her with lanterns, and taught her to weave herself with the light. She learned the importance of protection that the light would bring, and the way in which darkness could be sewn together with it. On her twentieth birthday, her mother vanished. Mimi was not afraid, nor was she saddened by the loss, for somewhere in the back of her mind, she knew her mother would leave her one day. The only harm came from the solitude, and she longed most for companionship in adventure. Armed with her mother’s teachings, and a life of labor within the glade, she set out in search of not the relics, per say, but those in search of them. These mercenaries she’d heard about, these treasures that were ravaging the land with gossip and excitement, they would provide her with adventure, and she was sure that along the way she’d find someone to help, and journey with. Personality: Mimi is lighthearted and naïve to the world outside of Rivenwood, but that is not to say she is foolish or gullible. She is very adamant about her opinions and beliefs, but loves to debate with others, though arguments for her are more just a front to learn more of the world, and an excuse to engage with other people. She’s fascinated by others, how they think, how they work, what they do and why, what they feel and what makes them feel. To her, people are the treasures on these expeditions, and she hates to see harm befall anyone. That being said, she has, as all people do, her limits. Weapons: The Match: A long staff, wooden in appearance but cool to the touch, like metal, and impervious to the burns of fire. In fact, one end of the Match is black as a wick might be, and is prone to being lit with a vibrant and undying flame. In her earlier years, this was her ward in the darkness of Rivenwood. Abilities (Magic): -Lumancy: Mimi can control light, craft it in minute amounts, and suck it away in places to leave only darkness. Though not inherently offensive, it can be used to create “hardlight” barriers with enough energy, and in a small, concentrated area, can produce blistering, white heat. -The Lanterns: They are about the size of a forearm, and even Mimi is unsure as to how many there truly are, as whenever she tries to count them, they shift and move too much to allow it. The number seems to shift, and at times the estimate number ranges anywhere from a dozen to upwards of fifty. Where the excess lanterns go when they are not present none can be sure. Perhaps they simply fade from the world, for surely they cannot be real. After all, the tiny yet bright flames within their glass cages never seem to go out. Mimi controls these lanterns as if they were a second mind. Sometimes they act without her conscious thought, and wander around her with the same curious fascination that she herself possesses. Though they possess no innate offensive capabilities, she uses them most often for traveling and lighting paths at night. When in combat, Mimi can use her understanding of Lumancy to create hardlight from the light of the lanterns to protect herself an others. Other: She tends to smile a lot, even in circumstances wherein happiness is perhaps inappropriate. This is not due to disrespect per say, but all the same she herself doesn’t quite understand it either.
Hidden 10 yrs ago 10 yrs ago Post by agentmanatee
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agentmanatee Servant of chaos

Member Seen 5 mos ago

Appearance:
Height:6'2 (if he stood up straight) 5'9 in appearance
Weight:237 lb.
Hair color:Black
Eye color:Red

Name:The cursed swordsman (Gilligan to those who ask for a name)

Age:?

History:Though not a well known tale, there have long been rumours of a terrible specter in the west of the Imperium. Tales of a knight, hunched in rusting armor and draped in a tattered and dirty white cloak, haunts the Rivenwood. Rumors and speculation abound the mysterious specter, some say he is a demon, sent to harass the good and innocent, others claim he is a spirit of vengeance sent to punish the guilty and cruel, others say he is the ghost of a traitorous knight, who must atone for his sins with an eternity to wander the lands. This last one, is closest to the truth.
Now he searches for the legend relics... for perhaps they can ease his suffering

Personality:Gilligan is solemn and somber, an eternity of wandering has jaded him, and he seeks only salvation now. His mind has begun to fade... slowly with old memories gone or growing fuzzy in his mind, his solitude becoming his undoing. Though largely quiet, he can become a steadfast ally and friend... Despite his curse

Weapons

Rotted great sword
A truly ancient blade, which appears to be dull and worthless. In spite of its appearance the blade is very dangerous, reathed in dark ether, its dark energy affects more than just the physical being and can even cleave the soul in twain

Abilities (Magic)

Spectral gaze:A cold, dead stare, with the power of the grave behind it. The weak willed are paralyzed with fear, or run from his terrible visage, even those with strong minds become deeply disturbed.

Penitent spectre:Gilligan exist in both the physical world as well as the invisible realm of spirits, both of which he observes in tandem. This means that physical attacks as well as any magic or attacks from spirits effect him. However, it also means he can likewise interact with incorporeal beings just as he would a physical person. As well, attacks on either side of the spectrum injure him less as well, for he exists wholly in neither realm, allowing his seemingly physical body and meta-physical spirit to weather far more punishment than others.

Strength of the dead:Far stronger than the average human, as this mortal coil no longer contains his strength. Also, for a short time he can will his limbs to move faster, overcoming his normally slow and clumsy gait, however temporary the ability is.

Life hunt:His most powerful magical ability, this intensely draining and difficult power allows Gilligan to drain power from his targets soul, to temporarily boost his own abilities while weakening his opponent. He can only hold onto to the power for as long as he can will it to remain tethered to his own soul, after which the energy dissipates into the void.

Other

Veil of the curse
This invisible magical force is a primary effect of his curse. It intercepts any words the cursed man speaks and tinges them with the vile sound of lies and treachery. This leads virtually all people to distrust him, all but a few. Oddly, a small number of people do not perceive the veil, and here the poor man's words for how he truly intended them. Rather than a vile traitorous ghost these people see the proud, and remorseful knight underneath the curse... a man simply trying to atone for his sins. These people are rare though, and none are sure of why they do not perceive the veil.

The cursed wound
Gilligan's left arm hangs, shattered and useless under his tattered cloak until it is disturbed. Broken when he was cursed, the wound can never heal, and the bones shall never set. However, through titanic effort, he can force the arm to move (it is the arm he must use for life drain, contributing to the abilities difficulty) with his ghostly soul. For most of tge time however, it hangs, hidden and broken, like the Knights on pain and pride
Hidden 10 yrs ago Post by Shiinen
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Shiinen The Grand Imagineer

Member Seen 7 yrs ago

Appearance: Found here.
Height: 5'5''
Weight: 97 lbs.
Hair Color: Onyx
Eye Color: Crimson
Name: Exoris | "The Grand Imagineer"
Age: 18
History (Optional):
[REDACTED]
[To be edited in as time progresses...or when my brain will let me do it.]
Personality:
Two contradicting tones lie in this girl. An imagination like no other on one end, and a nihilistic view of the world on the other.
- Imagination. The normal persona seen when first meeting Exoris. To see her at first glance is to see her with a light in her eyes that want to know everything that she can about the person she's meeting or the place she's found. It's a childlike wonder that can't be stopped -- usually. And it's because it's so simple, so innocent, and so domineering, that she can reason with most rash and stupid decisions that it's for the sake of "imagination!"
- Nihilism. A certain list of keywords can raise up poor memories for her. Which...Can basically kill off the happy, child-like wonder she has. Which, in turn, can reduce the potency of her magic if she begins to stop caring about what she could create. Her magic needs her to be an artist, and an artist that can't put the right emotion into her work can't create the art.
Both sides are very simplistic on document, but there are always those little tidbits of her that can make things a bit more complicated. Just like normal life, ey?
Weapons:
- Inconsistencies: By her side at all times are orbs that seem like enlarged glass marbles containing something indescribable. Through the usage of these orbs, Exoris can enhance the capabilities of her other spells. Used for either trickery or to quite literally "shoot" spells through, they are utility tools that render no need for her to hold a weapon in her hands. The storing place for these orbs seen to be inside one another, as she only need have one for it to spawn more and more of its own size to create larger quantities of their presence. Nonsensical in storage and in usage, they are "Inconsistencies".
Abilities (Magic):
- Danmaku: The art of "bullet"-styled magic. By forging magical energy into bullets, lasers, and other shapes appropriate to her mind, the limit of how these spells forge are quite literally at the behest of Exo's creativity and energy.
- Divining: The art of seeing beyond the present and glimpsing into the future itself. Not used often, since it spoils the surprise, but she is capable of doing it if someone can convince her with enough gusto!
- Ars Diminutio: "The Theory of Decreasing". This magic attunes her orbs to reduce the size of her spells, increase their speed, and split them into thirds in order to compensate for power loss.
- Ars Incrementum: "The Theory of Increasing". This magic attunes her orbs to increase the size of her spells, increasing the sheer power of it at the cost of speed.
- Ars Convertio: "The Theory of Reversal". This magic attunes her magic to perform the opposite of its intended creation. Such as, a damaging spell will heal instead. A curing spell will poison instead. Etc.
Other: She's really touchy feely. Incurring her admiration will result in being hugged at the worst possible moment. It is also possible that she might be able to use her Inconsistencies in fortune telling (read: swindling) for any money needs.
Hidden 10 yrs ago Post by drewccapp
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drewccapp

Member Seen 3 yrs ago

Appearance:

Height: 5’2”
Weight: 114 lbs
Hair: Long, often tied into a ponytail
Color: Brown
Eye Color: Brown
Name: Katarina A’Darran
Age: 17

History (Optional): Born to ex-criminal parents that had been exiled to Exilia, Katarina grew up in the desert. She was raised to survive, and then to leave the desert. Her father taught her the skill of quick drawing and how to fight with a katana. Mother taught her how to search for and get food and water; something that everyone needed to know in a desert. When Katarina became as good at the blade as her father was, he used a special forge he had created to smith a glass katana and wakizashi made out of a special mixture of sand and metal that made the glass as strong and sturdy as any steel. He then told her it was time for her to leave the desert and explore the world, because while he and her mother were unable to leave the desert due to their exile, they wanted Katarina to find her own place in the world.

Personality: Katarina is a curious young woman with a love for learning new things. She has an aggressive personality when it comes to doing what she wants to do. Even with her stubbornness, she is as cautious as she is curious around new things as to keep herself from getting hurt. She is resourceful using what little she may have on hand to deal with any problems she may end up running into. She finds fun in the small things since there weren’t that many large things in the desert. She has no understanding of law as there was none in the desert. When she feels that she’s not a risk for injury she is bright and outgoing.

Weapons: She has a glass katana and wakizashi forged by her father, a talented weaponsmith and glassmith. Their blades are sharp as any other and will not dull under normal circumstances. They are not susceptible to rust as they are not a metal blade. Even though they are glass blades, they will not shatter under normal circumstances either as they were made with a mixture of metal dust and sand that is resilient enough to be as sturdy and strong as any normal sword.

She calls the blade Dawn as the hues of color within the blade look like the sky at dawn. The wakizashi is called Dusk for a similar reason. She keeps the both of them on the left side of her belt in simple leather sheaths.

Abilities (Magic):
Body Magic – Katarina’s magic is focused completely on her own body, she can concentrate her power on her legs in order to help her run quicker or jump higher. She could focus it on her arms to give her attacks more power or speed. She can use it to accelerate her healing process in order to allow an injury that would take weeks to heal only days. She can slow down her metabolism allowing her to go longer without food or water. Her greatest weakness is that she can only chose one particular improvement to make, meaning she can’t heal herself and improve her strength at the same time. Rapidly switching between multiple improvements in a short time wears her out, and she can only manage to do so two or three times in strenuous situations.

She can only multiply her speed, strength, recovery, or whatever else by 4x, and that’s only if she focuses on one arm, leg, or other single body part. That also doesn’t go without risk as such an increase can strain the body depending on what type of increase she is focusing on. She can improve her entire body, but that is limited to doubling her ability. Shifting from a focused point to her entire body or vice versa multiple times in a short period of time can also exhaust her.
Hidden 10 yrs ago 10 yrs ago Post by Zoldyck
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Zoldyck

Member Seen 13 days ago


Height: 7’2
Weight: 280 lbs.
Hair Color: Red
Eye Color: White-blue with vertically slit pupils and black sclera.
Name: N’kara Kelborn, The Blood Demon
Age: 28









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