Oh cool! Well here's my character sheet, I can leave it up to you guys whether you actually wanna or not. =p
Personal Information Full Name: Albert (Al) Archibald
Gender: Male
Age: 19
Appearance: Al is a young man with short, wavy dark brown hair, vibrant green eyes, and an olive toned complexion. He is of average stature as well as physically fit. He can often be found in rather formal outfits. On the dressier side, he wears a white button down shirt under a brown vert and a long, red jacket as well as black pants and boots. On the more casual side, he wears a red turtleneck, black shorts, and and boots.
Background Information History: Albert comes from a prestigious family of mages and was brought up as the successor to his family's magecraft, and was instructed by his father to prioritize magecraft over his own interests. Due to unexpected and unfortunate events, his father was betrayed and killed while he was still young, and his mother dying of illness several years afterward. Because of this, he was left alone in his studies and watched after by his uncle, who would assure him that sometimes the path to becoming a great mage required sacrifices. Although Al resents the sacrifices he has endured for the sake of tradition, he is fiercely competitive and eager to prove himself as a skilled and capable magus. And though he believes in his abilities, he worries about how limited they can truly be.
Brief Personality: Al is a perceptive, serious, resourceful, and very competitive person. Though he gives off the impression of being prim and proper, he is, in actuality, notably loud, shrewd, stingy and bossy. That being said, though, he usually means well for those he cares about. His manner of speech is often hostile and dismissive of other people, often getting carried away with himself. It only takes a simple mistake to knock him back off his high horse though.
Emotional Bond:Describe the bond between your character and their partner.
Partner: Who is your character bonded with?
Combat Information Fighting Style: Albert is very diverse in battle, though he tends to specialize in long ranged combat. He mostly relies on strategy and calculation in order to lead his enemies into a trap.
Equipment: He carries a pouch of various jewels along with him, all stored with mana and ready to be used at a moment's notice. However, due to his fragile mana circuits (explained in weaknesses), he is rendered potentially helpless when he runs out of jewels. In that case, he also carries with him a dagger in which he can strengthen with minimal mana supply, though he has minimal training on self defense. He also holds a family pendant, consisting of a large ruby imbued with many generations of Archibald mana. Even Albert is unaware of its capabilities, there for acting more as a keepsake from his father than anything else.
Weaknesses: As stated before, Albert's biggest downfall is the limited supply of jewels he carries with him and his flawed mana circuits. Though he came from a prestigious family of makes, their biggest secret was their flawed mana circuits that would not allow them to use large amounts of mana at a time. This is why the Archibald family relied on jewel magecraft, conversion of mana into jewels so that when triggered through minimal use of mana cause a chain effect great magical attacks. Albert is still capable of using various types of fire, earth, and void magic, even dabbling in minor water and wind magic, if need be, but it puts great strain on his body, so anything more than a few spells will render him helpless. , resulting in powerful magical spells. Al is still capable of using fire, earth, and void magic without the use of jewels, however, even only using a few spells will strain his body and render him useless.
Celestial Potential Information Focus: Jewel Magecraft Spells: Ifrit Schuss - Fire projectiles that seek out and strike a target, can also be used to cast fiery butst explosions. Odin Schild - A weak crystalline barrier capable of momentarily fending off attacks (works better on magical attacks, easily shattered by physical attacks). Verbeugung - A strong gravitational pull that lasts momentarily to hold a target in place. Engels-Riss - A healing spell that varies in effect depending on the amount of mana expended from the jewel(s) being used. Brynhildr Gnade - A blinding burst of light that renders those in the area momentarily blind (essentially a flashbomb). Can also be used to unravel illusionary spells or dark magic. Bahamut Zorn - Similar to Ifrit Schuss, though much stronger and consisting of dark flames that take the form of a serpent-like creature. Wise Krieger - Owl-like familiars made of jewels that act on their own and follow Al’s commands. (This is a spell he still struggles to master and maintain for a long amount of time due to his mana circuits, so this may not be used until later on. I just know I would like to have my character use this at some point.)
Just so everyone knows where we are at, I'm making a spiked chain knight to go with Saber's Mage. In PM convo's atm.
Appearance: Yeti is a tall man with compact build, muscles tautly strung atop of his bones. Unlucky (Or lucky, depending on your tastes) for him, Yeti's face is patchwork of seemingly random parts. The 24 year old has light caramel brown skin, and a semi wide nose. Above that sit a pair of mismatched almond shaped eyes courtesy of his mother. Yeti's left eye is blue and the other brown, thick brows hanging above them. A rat's nest of untameable honey blonde hair rests on his head, uneven in length. He makes sure to keep his bangs out of his line of sight, either by braiding, pinning or tying them back. Yeti maintains a short beard, only because without it, he'd have the face of a 12 year old boy. To make things even worse, he has two piercings. A nasallang piercing and the normal nostril piercing. He usually keeps them as studs, but some occasions he will change them out.
Background Information
History: - Parents were criminals, with very skewed moral compasses that they passed down onto their children. -Yeti, naturally good natured, developed his own sense of right and wrong as he got older, quickly realizing that his family lived in a dark little bubble. -Parents both worked as blacksmiths, providing weapons to whomever had the money to buy them. Consequently, Yeti grew up familiar with a variety of weapons, primarily, the polearm. -His family was a part of the poorer class in their village, as a teen he often contemplated social hierarchies and the injustices that followed them, the complexities of the law, and what separated beast from man. Such thought made him feel distant from religion, the old and new Gods alike. When he wasn't practicing with his polearm, he was reading. -As Yeti grew into adulthood, thoughts turned to action. Despite being only one man, he did his best to provide his own brand of justice to those who needed it most. The Gods certainly didn't give a damn, but someone had to. Yeti met his bond partner after stealing from the food market. Things escalated into a dangerous chase, the other man nearly lost his life and probably would have if it wasn't for Lafayette. That incident birthed a tentative love-hate relationship and with time, developed into a friendship of sorts.
Fighting Style: Lafayette's style tends to vary depending on the type of enemy they're facing. But most commonly, Kino works to disable or stun their opponents, leaving Lafayette to finish them off. His strength lies in precision, whereas Kino's more of a blunt instrument.
Equipment: -Poisonous Herbs -Metal shoulder plates/guards -Extra pair of socks -A baggie of nose jewelry -A few short knives -hair pins -Cloth bandages
Name: Baby's Breath Type: PoleArm Appearance: Yeti's weapon is designed to--for a lack of a better word--shuck the soft meaty bodies of his enemies out of their shiny shells. Double ended with retractable abilities, the polearm is light enough to used quickly and efficiently but the metal is thick enough not to snap under duress.
Function: "Baby Kisses" Absorbs an enemy's drive/motivation after piercing the skin and feeds it back into the wielder in the form of bloodlust. This results in a drastic increase of ferocity. However, if the bloodlust accumulated isn't properly expended, the wielder can experience a loss of control, lapse of morals and of judgement.
Last Resort: "Cry Babies." Striking the weapon into the ground as a last resort creates shockwaves of fear. With a two mile radius, these waves take the enemy's fear and uses it against them, increasing it tenfold. If the fear doesn't make their heart stop within minutes of experiencing the waves, they're manually exterminated. Side effects include: Night terrors, internal bleeding, chest pains, extreme fatigue, increase of appetite, and joint weakness. Please consult your doctor before using, especially if you are nursing or pregnant.
Miscellaneous Information
Height:5'10 Weight: 155 Likes: Flowers, anything sweet, dogs, reading, learning new things, napping, Kino, music, art, acrobatics, justice, equality. Dislikes: Spiders, onions, religion--with a few exceptions, predetermined destinies, social hierarchies/feudal systems/the division of classes, snooping people.
Hobbies: -Animal training (Horses, dogs) -Sparring -Debating -uh, napping? -Redistributing wealth -Dealing out Justice Character Theme: Other:
Almost finished with this, question though. The weapons have abilities? Does anyone mind elaborating on that/giving me an example?
Almost finished with this, question though. The weapons have abilities? Does anyone mind elaborating on that/giving me an example?
As an example, my character's gear is the armor, specifically, armor for his entire left arm, up to the shoulder. This armor's main ability allows him to wield any weapon as if he had training with it. Note that this ability does not give him the ability to create weapons, only wield them with some efficiency. While this is a passive ability, you could also have the ability be an activated one, such as being able to light the weapon on fire at will.
The ability can essentially be any magical property/skill emparted by the weapon. I suggest making the ability have some synergy with your partner, your bond, and stuff.
@VarionusNW Are these powers ok? Mage uses gems to cast from and bond of competitive rivalry was formed over a shared pet dog Ijus (Name still pending)
Function: Tremor sense. While Iju is in Azerus's hands he can feel the vibrations in the air and ground around him. It growls softly to only him when an enemy or fight is near. Striking an object will give him a sense of its density. Striking the ground will let him locate hard minerals. Last resort: Spirit of Ijus Summons powerful earth/gem creature.
@VarionusNW Are these powers ok? Mage uses gems to cast from and bond of competitive rivalry was formed over a shared pet dog Ijus (Name still pending)
Function: Tremor sense. While Iju is in Azerus's hands he can feel the vibrations in the air and ground around him. It growls softly to only him when an enemy or fight is near. Striking an object will give him a sense of its density. Striking the ground will let him locate hard minerals. Last resort: Spirit of Ijus Summons powerful earth/gem creature.
@Dark Light So your weapon's abilities require the dog, or something?
No, the dog is already dead, it's more like familiar or something along those lines.
Also;
Personal Information Full Name: Albert (Al) Archibald
Gender: Male
Age: 19
Appearance: Al is a young man with short, wavy dark brown hair, vibrant blue eyes, and an olive toned complexion. He is also of average stature as well as physically fit. He can often be found in rather formal outfits. On the dressier side, he wears a white collared shirt under a brown vest and a long, red jacket as well as black pants and boots.
Background Information History: Albert comes from a prestigious family of mages and was brought up as the successor to his family's magecraft. It is because if this that he was instructed by his father to prioritize magecraft over his own interests, for the honor of their family and their very trade was at stake. Normally, albert did not mind this, wanting nothing more than to become the greatest of mages as well as make his father proud. Then one day a puppy wandering into the estate, and though Albert had never taken interest in animals before, the small dog had left a strange impact on him. He spent the afternoon playing with the small dog, something he hardly ever had the luxury to di, and brought it into his home. He showed the puppy to his father, smiling happily and thinking of names… And then his father told him to get rid of it, that he had no time for something silly like a pet. But Albert couldn't understand it… Why? He never asked for anything, the only thing he ever did was study, so why could he not, this one time, think of something other than magic? Albert ultimately lashed out at his father, pleading and begging for an exception, but rules were rules… and Albert was not ready to accept them those rules. So he fled the estate, puppy wrapped in his arms and tears streaming down his face. He ran for as far as he could go, before stopping at a nearby river, sitting and crying into puppy’s fur. Who couldn't go home, otherwise his father would make him get rid if the dog. He would just have to find a way to make it on his own… And then a boy appeared to hus side, offeeing a home for the dog and a place for Albert to visit him whenever he wanted. He wouldnt have to give up his craft, his home, or his new friend… And so he did just that, visiting the puppy and Azerus by extention. Truth be told, he was not fond if Azerus, and got into fights with him, verbal abd physical, more oftwn than not, but he was indepted to him and coukd bot help but give him his respect. The years went on and Albert stuck to his routines;magical studies, visiting his dog, Montague, and fighting with the insufferable Azerus. Due to unexpected and unfortunate events, his father was betrayed and murdered while he was still young, and his mother dying of illness several years afterward. Because of this, he was left alone in his studies and watched after by his uncle, who would assure him that sometimes the path to becoming a great mage required sacrifices. Although Al resents the sacrifices he has endured for the sake of tradition, he is fiercely competitive and eager to prove himself as a skilled and capable magus. And though he believes in his abilities, he worries about how limited they can truly be. But even with these doubts in mind, he still had Montague, and even after his cherished friend had passed, Azerus had always been there. There visits remained frequent, long talks of their upcoming greatness, arguments of who would outdo who, and even jokes among friends. Which led to the day that it came time for Albert to prove himself as a mage, and find himself a knight to bond with. And as surprising as it was to him, Albert knew his decision and was determined to make it during his next meeting with Azerus.
Brief Personality: Al is a perceptive, serious, resourceful, and very competitive person. Though he gives off the impression of being prim and proper, he is, in actuality, notably loud, shrewd, stingy and bossy. That being said, though, he usually means well for those he cares about. His manner of speech is often hostile and dismissive of other people, often getting carried away with himself. It only takes a simple mistake to knock him back off his high horse though.
Emotional Bond: Rivalry/Friendship Though most bonds are made from live and friendships, Albert and Azerus share a rivalry that is stronger than any friendship. The constant desire to outdo one another and prove themselves to one another that led to their compatability. The simple fact was that they would rather work down together than have someone defeat them before they could prove who was the best.
Partner: Azerus (Dark Light)
Combat Information Fighting Style: Albert is very diverse in battle, though he tends to specialize in long ranged combat. He mostly relies on strategy and calculation in order to lead his enemies into a trap.
Equipment: He carries a pouch of various jewels along with him, all stored with mana and ready to be used at a moment's notice. However, due to his fragile mana circuits (explained in weaknesses), he is rendered potentially helpless when he runs out of jewels. In that case, he also carries with him a dagger in which he can strengthen with minimal mana supply, though he has minimal training on self defense. He also holds a family pendant, consisting of a large ruby imbued with many generations of Archibald mana. Even Albert is unaware of its capabilities, there for acting more as a keepsake from his father than anything else.
Weaknesses: As stated before, Albert's biggest downfall is the limited supply of jewels he carries with him and his flawed mana circuits. Though he came from a prestigious family of makes, their biggest secret was their flawed mana circuits that would not allow them to use large amounts of mana at a time. This is why the Archibald family relied on jewel magecraft, conversion of mana into jewels so that when triggered through minimal use of mana cause a chain effect great magical attacks. Albert is still capable of using various types of fire, earth, and void magic, even dabbling in minor water and wind magic, if need be, but it puts great strain on his body, so anything more than a few spells will render him helpless. , resulting in powerful magical spells. Al is still capable of using fire, earth, and void magic without the use of jewels, however, even only using a few spells will strain his body and render him useless.
Celestial Potential Information Focus: Jewel Magecraft Spells: Ifrit Schuss - Fire projectiles that seek out and strike a target, can also be used to cast fiery bursts or explosions. Odin Schild - A weak crystalline barrier capable of momentarily fending off attacks (works better on magical attacks, easily shattered by physical attacks). Verbeugung - A strong gravitational pull that lasts momentarily to hold a target in place. Engels-Riss - A healing spell that varies in effect depending on the amount of mana expended from the jewel(s) being used. Brynhildr Gnade - A blinding burst of light that renders those in the area momentarily blind (essentially a flashbomb). Can also be used to unravel illusionary spells or dark magic. Bahamut Zorn - Similar to Ifrit Schuss, though much stronger and consisting of dark flames that take the form of a serpent-like creature. Wise Krieger - familiars made of jewels that act on their own and follow Al’s commands either taking the form or a dog or an owl. (This is a spell he still struggles to master and maintain for a long amount of time due to his mana circuits, so this may not be used until later on. I just know I would like to have my character use this at some point.)
I believe I'm finished. It's a bit rough, but eh. I'll try to have some character art soon.~~
Personal Information
Gender: Male
Age: 24
Appearance: Yeti is a tall man with compact build, muscles tautly strung atop of his bones. Unlucky (Or lucky, depending on your tastes) for him, Yeti's face is patchwork of seemingly random parts. The 24 year old has light caramel brown skin, and a semi wide nose. Above that sit a pair of mismatched almond shaped eyes courtesy of his mother. Yeti's left eye is blue and the other brown, thick brows hanging above them. A rat's nest of untameable honey blonde hair rests on his head, uneven in length. He makes sure to keep his bangs out of his line of sight, either by braiding, pinning or tying them back. Yeti maintains a short beard, only because without it, he'd have the face of a 12 year old boy. To make things even worse, he has two piercings. A nasallang piercing and the normal nostril piercing. He usually keeps them as studs, but some occasions he will change them out.
Background Information
History: - Parents were criminals, with very skewed moral compasses that they passed down onto their children.
-Yeti, naturally good natured, developed his own sense of right and wrong as he got older, quickly realizing that his family lived in a dark little bubble.
-Parents both worked as blacksmiths, providing weapons to whomever had the money to buy them. Consequently, Yeti grew up familiar with a variety of weapons, primarily, the polearm.
-His family was a part of the poorer class in their village, as a teen he often contemplated social hierarchies and the injustices that followed them, the complexities of the law, and what separated beast from man. Such thought made him feel distant from religion, the old and new Gods alike. When he wasn't practicing with his polearm, he was reading.
-As Yeti grew into adulthood, thoughts turned to action. Despite being only one man, he did his best to provide his own brand of justice to those who needed it most. The Gods certainly didn't give a damn, but someone had to. Yeti met his bond partner after stealing from the food market. Things escalated into a dangerous chase, the other man nearly lost his life and probably would have if it wasn't for Lafayette. That incident birthed a tentative love-hate relationship and with time, developed into a friendship of sorts.
Fighting Style: Lafayette's style tends to vary depending on the type of enemy they're facing. But most commonly, Kino works to disable or stun their opponents, leaving Lafayette to finish them off. His strength lies in precision, whereas Kino's more of a blunt instrument.
Equipment: -Poisonous Herbs -Metal shoulder plates/guards -Extra pair of socks -A baggie of nose jewelry -A few short knives -hair pins -Cloth bandages
Name: Baby's Breath Type: PoleArm Appearance: Yeti's weapon is designed to--for a lack of a better word--shuck the soft meaty bodies of his enemies out of their shiny shells. Double ended with retractable abilities, the polearm is light enough to used quickly and efficiently but the metal is thick enough not to snap under duress.
Function: "Baby Kisses" Absorbs an enemy's drive/motivation after piercing the skin and feeds it back into the wielder in the form of bloodlust. This results in a drastic increase of ferocity. However, if the bloodlust accumulated isn't properly expended, the wielder can experience a loss of control, lapse of morals and of judgement.
Last Resort: "Cry Babies." Striking the weapon into the ground as a last resort creates shockwaves of fear. With a two mile radius, these waves take the enemy's fear and uses it against them, increasing it tenfold. If the fear doesn't make their heart stop within minutes of experiencing the waves, they're manually exterminated. Side effects include: Night terrors, internal bleeding, chest pains, extreme fatigue, increase of appetite, and joint weakness. Please consult your doctor before using, especially if you are nursing or pregnant.
Miscellaneous Information
Height:5'10 Weight: 155 Likes: Flowers, anything sweet, dogs, reading, learning new things, napping, Kino, music, art, acrobatics, justice, equality. Dislikes: Spiders, onions, religion--with a few exceptions, predetermined destinies, social hierarchies/feudal systems/the division of classes, snooping people.
Hobbies: -Animal training (Horses, dogs) -Sparring -Debating -uh, napping? -Redistributing wealth -Dealing out Justice Character Theme: Other: There are only two Gods that Lafayette ever prays to, both old Gods.