well then i dont know what i else i can do with him maybe keeping him human is the easiest but he does add elements without any other tools than just his forge
@Xan the G ok I skimmed the personality but got the rest of it Could you think of some number bases value for height? Different countries have different average values so an l not intimidating height can be taken in various points
Is there a limit on vajra teleportation range?
Also could you elaborate on ragnarok as I dont quite get it
beyond those little matters he looks pretty good. once I know those matters and if I dont see an issue with ragnarok once I know how it works then I guess I cab say accepted ^^
(Excuse the spelling, my phone hates my fingers Was able to post on my lap so... read on the lap posted on the phone XD)
also thanks to you I realized a huge mistake on my end THE CHAR SHEET HAS NO SECTION OF WHERE THE EMBLEM IS LOCATED NOOOOOOOOOOOOOOOOOOOOO
can everyone add that right above magic level (give it its own section) and please report here about where you put the emblem so I know you did it already ^^
I'll repost the character here to stop you going back:
Name: Hiryu Vaultare Age: 25 Gender: Male Personality:
Hiryu is usually tense and silent in nature. Hiryu is known to brood and express himself in sighs or loud exhales of breath, giving the impression he is a typically miserable person. This isn't necessarily true, as these grunts are typically in response to Hiryu witnessing or experiencing something embarrassing and Hiryu doesn't coming across to others as anything less than a badass. He has a fierce sense of duty and looks to honour any bond of kinsman-ship or friendship from the moment they are sealed. That means he will commit to a stranger he just befriended with as much dedication as he would his oldest friend. It is owed to his ability to walk in anyone else's shoes with regards to empathy. It also allows him to mirror same drive or passion for things as his friends do at a whim; if it's important to them, it's important period.
It's no peculiarity for Hiryu to walk in on a scene in the midst of a jog or a training run. Hiryu likes to move and travel by any means but under his own power or from his own effort. He becomes very agitated when he is being escorted no matter the circumstances and will always refuse a lift or to be carried, expressing "I'll walk". This is because he has a grave sense of honour with his profession. When he is called upon to transport, chase or outrun anything, Hiryu will not let the mission got until it is completed and will count it a defeat if he is beaten or stopped from completing it even if he is cheated or given an errand that is impossible to run. He considers himself to be the world's best Transporter - a title he knows few if any would even care to challenge. Hiryu will accept any challenge to his claim by putting his belt on the line in some form of wager and will always be eager to prove himself when his proclamation is questioned.
He has a tendency to act like the chaperone within the group, keeping vigil over others and being the first to take the burden of responsibility without ever actually leading others. He has a secret wish to be a locker-room leader in the guild and to prove himself as a reliable figure within the family of the guild. He wishes to one day be strong enough that his name alone is enough to garner the reverence and safety of others in the guild.
He has acute gynophobia. He will feel uncomfortable around older girls and might squirm if he has to share an intimate embrace or really close quarters with the opposite sex. He will fluster up when in the presence of an older woman he finds really attractive and will visibly be looking down to the ground when facing her so as not to possibly stare inappropriately at any part of her anatomy. He will talk in brief sheepish responses when such a woman tries to interact with him.
He will always try to portray himself and his allies in an impressive light and will constantly recant past events making them sound a lot cooler or bad-ass than they actually were.
Hiryu has a curious reaction to wind. Whenever a breeze or gust is passing over him, he never hides or shields himself from it but embraces it and his eyes dart to try and find its direction.
Appearance:
Hiryu has neither an intimidating height or build for his age, standing at 6'01 and weighing 218lbs. His brown eyes are soft and his lips thin. Overall his face has a rather youthful expression. His eyebrows naturally furrow and are thin. His hair is bronze, medium cut and fairly shaggy. He has a tanned hue and his Golden Dragoon stamp is on his left chest peck. Although his body is not that imposing, Hiryu's legs and abdomen are quite defined due to the regular and rigorous exercise he puts them through. His eyebrows are long and thin allowing him great expression through them. Hiryu's most distinctive piece of apparel is his thin, sleeveless hoodie. The front of which is white leading starkly into a deep red on the back. The lapel at the bottom tapers from waist length at the front to knee length at the back. Definitive stitches line both this jacking and the thin, form-fitting leather gloves. On the front of the gloves is the Golden Dragoon emblem. Underneath Hiryu wears no shirt but a pair of tracksuit pants, coal-black in colour and what looks like a championship title for a belt. His shoes are of the Derby/Gibson style, but the material and pattern are just like his pants, fit with a white, rubber outline around the heel and attributing crimson red laces. Championship belt about his waist. He sports a white headband around his forehead.
Vajra - By sweeping his sole against the ground, Hiryu will be able to journey through a close radius of space using more than the natural 3 dimensions of space. He will seem to phase out in a blur and phase in again in a new position instantaneously. In actuality, Hiryu is simply walking through space that would be right next to each when mapped in more dimensions, like a drawn stick figure jumping between two points on a folded piece of paper. Hiryu can teleport this way a maximum of 30 paces, either in a sequence of phase jumps or one 30-step phase jump. He cannot change the his orientation momentum by using this technique, there for if he is falling fast face-first then he will still be doing so after using this technique.
Formation A - 4 Hiryu will be able to journey through air by running, giving him an ability similar to the freedom of flight. When he stops running, he will lose this ability and gravity will begin pulling him to the ground.
Formation S - 1 Hiryu will be able to journey through sea/water by running, giving him an ability similar to the freedom of swimming. He will be able to move as freely through and on water as if running on the ground. This does not give him the ability to breath under water, but to move unrestricted while running.
Ouroboros With Hiryu's foot-based physical attacks, he can shoot a moderate amount of ethereal magic energy in a straight line. If this magic pulse hits something, that thing will be struck as if it was hit by Hiryu's physical attack, effectively sending his physical attacks on journeys through thin air.
Graham Hiryu can send the impact of one of his kicks on a brief journey across an object he connects with. When his foot or leg connects with a surface, he can make the impact appear on a different part of the surface or body.
Legion Hiryu can carry a spell from an ally on a journey towards a target but having the spell initially cast against him. Hiryu's body will glow red, during which he will be unable to use his own spells until he has delivered the spell to another target by touching them (typically with the business end of a kick).
Ragnarok Hiryu will take a target on a "journey through pain". For this spell to activate, Hiryu must strike the same target in the same place with the same part of his lower body twice without either attack being blocked. They do not have to be immediately after each other, but they must be consecutive. When when Hiryu manages hit the target in this manner, the point of contact will glow in neon-blue and both Hiryu and the target will be frozen momentarily. Similarly, the last 4 successful strikes before that will light in blue on the body of the target. Neon blue mirages of Hiryu will perform the other four hits on the target and the blue markings will explode with ethereal magic pulses. No matter what the physical strikes were, the damage by the exploding pulses will always be the same.
Equipment: N/A
Title: "Dash-Mage" Vaultare History:
Hiryu was born on the wild plains of Fiore to a travelling clan of gypsies known as the Striders. The Striders Region of Fiore,as free and unpredictably as the wind. Though they could be difficult to track or follow there was always a possibility that the Striders would waft into a nearby town. The Striders skills in travelling made them excellent merchants of transportation. Couriering, escorting, message carrying - The gypsy clan could do it all. The Striders raised their young specifically to envoys, by teaching them forms of motion magic. Hiryu became the last of his generation of his clan when in his teens, terrorists used the clan to unwittingly ferry suicidal lacrima bombs into a major festival. Hiryu survived the fatal delivery job because he broke a cardinal rule of inspecting the package and realising it was a lacrima bomb and ditching his parcel off in the woods. Unfortunately, he was too slow to warn any of his brethren, and for punishment of breaking clan rules, he was dismembered from the Striders.
In response, Hiryu decided to join a guild to utilise his skills and also claimed himself to be the world's best transporter to taunt his former clan for punishing him essentially for surviving.
the emblem shape is golden in color and of a dragon head and tail libe body making a circle. It also has wings attached to the back givibg a half ring on the upside
Little notes agaionce I am done with mu char sheets of the dragon slayer twins I will start one checking up for teams with the members already present in the guild (IC wise) I also got a few jobs rough ideas, may not be much but a beginning guild wont be filled with 20 jobs anyway and mosr are fron people of the town we live ub which is needing a name now u think about it
btw ignore the spelling crap I hate working from my phone for that exact reason, I just hope yoi guess can read this post XD
so, suggestions for our towns name?
Once thr town has a name and we got some tean ideas (your free to start discussing this already) we can begin with the IC
I used to love watching Fairy Tail like 3 years ago. Good memories. Although I lost interest in the show, I do love the universe it is based in. Such a perfect rp setting imo.
Here is my character. Yes it's Eileen from Bloodborn; sue me. I did want to write more in the history, but I've never tried revealing stuff IC before and it sounds interesting! A little bit out of my comfort zone but I'm sure it'll be fun.
Nevertheless, I hope you'll have me!
Name: Shalquoir Gilbert Age: 34 Gender: Female Personality: Despite her rather imposing demeanor, coupled with an unnerving silence, Shalquoir is not a sinister person. Quite the contrary, actually. If one were to get to know her, they would realise that she is more of a kind, but distant, sentinel to most. She places the well being of others before her own, risking her life time and time again for the sake of strangers. If she does appear distant and cold, it's because she is a realist in the most melancholic sense. She knows that her specific line of work is dangerous, and having experienced much loss and grief at the hands of her prey has lead her to be very reluctant in getting too close with others.
Despite having good intentions, she prefers to be as 'efficient' as possible in all of her social interaction. She won't waste time beating around the bush or flattering others for their sake. She is known to be brutally honest, especially when pointing out flaws in another's character or ability. Shalquoir does not tolerate liars, nor does she feel sympathy for those brought down by their own naivety. She was forced to see the world for how brutal it was at a young age and bears no words of compassion for the young, innocent people who are making this realisation themselves. This is not to say she completely lacks empathy; it's just that comforting others is not her strong point.
Shalquoir stands at around 5'10" and is about 62kg, making her appear quite slim and lanky. Although not many are fortunate enough to see Shalquoir when not adorned in her hunters garb, there is indeed a lady behind the porcelain mask. Not a blushing beauty by any means, Shalquoir is best described as a very simple looking woman. She wastes no time 'dolling' herself up with makeup or trinkets. Her light brown hair is always tied up into a tight bun, kept firmly out of her face to avoid distraction. Her skin is paler than most, due to always being covered head to toe. Her body is covered with many scars and disfigurements, the most notable of which being her right eye and her missing left arm. Both impairments a result of a run in with a particularly powerful adversary, which she made sure to repay the debt. In place of her right eye is a rather fearsome red wyvern eye. Her left arm is replaced with a metal contraption that now acts as her forearm. On the end is a long, blood stained metal hook.
Emblem Location: Branded onto her left shoulder. For convenience, she also has it branded onto her crow mask. Magic level: Medium Type: Caster Specialization: Beast Hunter Magic Style: Support/Self-augmenting, Melee Physical mutation: None
Call of the HunterShalquoir's ability to hunt beasts is granted to her through 'Call of the Hunter', which increases her basic senses to be keen enough to track and detect beasts and other beings. Consumes Magic Power.
Hunter's AgilityShalquoir empowers her body with Magic, increasing her speed, nimbleness and stamina at the cost of draining magic power over time to keep active. Also makes Shalquoir jump much higher than normally possible, at the cost of extra magic power on top of the consistent drain.
Culling StrikeShalquoir augments her weapon with a large amount of Magic Power and releases it with her next attack. While her attacks are quite fast, Culling Strike causes her weapon to become much heavier while empowered. Particularly useful to dealing massive damage to large beasts, or even shattering through a strong defense easily.
Blade of ScalesShalquoir augments her weapon with a large amount of Magic Power, making it heavier yet sturdier. This allows her to use her weapon to block one attack perfectly; even against large weapons or beasts. Only works against physical attacks, not magic.
Thrill of the HuntShalquoir momentarily loses herself to the scent of her own blood, releasing an initial blast of Magic Power around her that pushes away adversaries. Any injuries she currently has flare with sudden pain, debilitating her for a brief moment before she starts to gain high regenerative properties. Additionally, she gains strength based on how injured she was when the spell was cast. All of this uses a tremendous amount of magic power in exchange for granting Shalquoir a small taste of the power held by the beasts she hunts.
Equipment:
Beast Culling ReiterpallaschA rapier forged from steel and silver, perfect for hunting. Allows for quick, multiple strikes and very effective for parrying attacks from other weapons; provided they aren't too heavy. A particularly interesting part of this weapon is the guarded hilt, which appears to have had a Magic Pistol forged into it. The trigger lies at the hilt of the blade, allowing Shalquoir to fire magical bullets from the hilt of the rapier between her strikes. The magic pistol is simple in design and can be used by any mage, however the gun shots do not deal any form of physical damage, instead briefly stunning and interrupting opponents to allow for more attacks with the blade.
Stake Driving HookShalquoir lost her left forearm many years ago and had it replaced with a heavy, steel device with a hook on the end of it. There are two switches along the side of the device. One switch will cause the hook to spring out in the direction Shalquoir aims her mechanical arm to act as a grappling hook. Can be then retracted to pull her target towards her, or her towards her target. The second switch, when activated, causes a long, silver stake to instant force itself out from the arm. Can be used to impale victims. The arm is somewhat heavy, but with years of practice and the help of her magic, Shalquoir is able to bear it's burden and still hunt effectively.
Title: Shalquoir the Crow, The Beast Hunter Shalquoir History: While there is much that she does not share about her past with others, what is known about Shalquoir's history is not pleasant. Hailing from a foreign land of magic, Shalquoir belonged to a town that fell victim to a plague of beasts that took the lives of her family and friends. Since then, she has joined a band of hunters known as the Crows. They faced many perilous battles together, and despite their powerful Beast Hunting Magic, they fell victim to the beast one by one. Shalquoir is the last of the Crows. She traveled to Fiore with the intention of ridding the world of beasts and other creatures that would cause harm to innocents.
@Drake Bakudid someone change your emblem picture since i dont see a edit...
???? its still there and its also put on the initial OOC post
will check soon, just finished Volray's CS, only Lilith left though I have to check the rest of the guild fist off course and then your cheet but a RL matter is coming up so it may take a while