Blarg... Something I've been putting off these past two weeks. I'm having a lot of trouble posting with my new schedule, so I've had to drop some games from other sites. I think I might have to drop this one too. I just can't find the time to post like I used too. Sorry if this is a big inconvenience for you guys, but I don't want to hold you all back.
Appearance: Aria has a few faded scars on her back when she used to be whipped back at the orphanage.
Equipment: Traveling clothes (What you see in her appearance, including extra clothes and undergarments), spelltome, dagger, backpack, rations (for up week's worth of travel), bedroll, writing equipment, coin purse.
Personality: Aria is a nice, somewhat dim girl. One may even call her an airhead. Despite her relatively harsh upbringing she looks cheerfully towards the future and hopes to change it for the better. She generally doesn't think badly of people and, for better or for worse, doesn't judge people by appearances or circumstances. She's the type to think that Necromancers might not all be bad, and it shows. She tends to have odd friends on the opposite side of the law and morality. That being said while she can be merciful and give people a second chance, that doesn't mean she will hesitate to beat you down to even kill you; after all, you can't be merciful if you aren't stronger than your opponent. She may offer you a chance to redeem yourself, but not before destroying everything you love and worked for. Aria spent much of her adolescence as a bandit fighting against corruption and evil after all. If you don't lay down your arms when she asks the first time, you won't get a second chance.
History: Aria came from an orphanage in a small town called Charlemagne. Her parents were adventurers who had died during their adventure, and by the time the news came back to Aria her home was taken away and she was put into the orphanage. Life was rough there, as the town wasn't doing good economically so the one running the orphanage was a money-lender who didn't really want the orphans to be adopted. Once they were young adults (Around fourteen years old), he'd put them to work to "pay for housing" at the orphanage. Their work was hard labor such as forestry or mining, and Aria wasn't very good at it. She often dropped heavy loads and couldn't break rocks quite as well as others, and thus she got plenty of whippings.
Oddly enough, her liberation came in the form of a bandit attack. Brigands attacked the mine she and some other orphans were working in. The guards were quickly routed and the workers were captured, but instead of selling them into slavery the workers were given two options: run for their lives or work with the bandits. To little surprise, many of the children worked with the bandits, including Aria. Turns out these brigands were much like them: they were once orphans raised as slave labor, but after stealing weapons from the guards watching over them, they managed to escape and were now freeing other workers of their servitude.
Among the bandits was an old wizard, the grandfather of one of the bandits. He was guilty for leaving his grandchild at an orphanage because he thought they would take good care of him. When he learned the truth, he joined his grandson in their crusade to liberate others. He taught Aria how to use magic since she showed promise, teaching her basic spells such as creating light, producing a spark, and a simple self-defense spell: a blast of wind strong enough to knock even a large armored knight off his feet. With these spells Aria worked with the other raiders to undo the corruption in their lands, and much of Aria's youth was spent as a freedom fighter.
By the time Aria was seventeen years old, her bandit friends had succeeded. They killed the corrupt money lender and freed many towns from his evil. Their actions also draw in the attention of more power, more well-intention nobles who allowed the bandits to return to a normal life after disposing of the corrupt official. With no more need to fight against evil, Aria decided that she would continue her life elsewhere. She said goodbye to her friends and her tutor, who gave her his spell books: the Gronnblade. He believed that she has learned all that he could teach her, and now it was up to her to continue her studies. After saying her farewells, Aria left the town of Charlemagne and headed to the big city and become an adventurer.
Guild Ranking: Wood
Misc: Aria is actually illiterate. She is pretty good at math though. Aria is also highly skilled at foraging in the wild and can eat anything. She has a very big appetite for her small body.
Aria's main weapon is her spelltome, the Gronnblade. Not only is it a focus for her magical abilities but it also contains powerful spells within that she can call upon as needed.
Unrelenting Force - Aria's staple, most basic self-defense spell. It creates a powerful blast of air strong enough to knock even giants off their feet. While the attack itself isn't strong enough to do harm, the effect of being knocked into the air often does. What makes this spell especially powerful is the effective range: it wouldn't stop until it hits something big enough for the spell to dissipate. Thus with some timing, she could even strike down dragons in the sky with this spell.
Whirlwind Spirit - This spell increases the speed and agility of those it's cast upon, allowing them to move faster, react quicker, and even jump further than they normally could. Even those in heavy metal armor would have some acrobatic abilities with this spell affecting them. Aria can affect up to five people with this spell, and the spell lasts for thirty minutes at a time.
Cyclone Shield - This spell wraps Aria in a powerful cyclone of wind, catching and preventing ranged weapons from hitting her. Arrows, daggers, thrown spears, even bullets would be caught by the wind and tossed away from Aria. Even melee weapons may have some difficulty with the wind constantly shifting them. Only magic attacks could reliable get through, and even then the Cyclone Shield could divert spells and weaken them.
Blessing of the Wind - This spell simply allows Aria and up to four others (Five people total) to move like the wind i.e. fly. The effect only lasts for ten minutes.
Healing Breeze - This spell creates a soothing breeze that heals the target of moderate wounds and poisons. Aria can guide this wind to heal those that she cannot immediately see if she concentrates to guide it.
Elemental Fury - Aria's strongest spell. It physically transforms her into a Greater Air Elemental, making her immune to physical blows and lets her rip apart her foes with gale force winds. She can be as big as a small tornado, or as small as a breeze, without any change in power. She can only sustain this form for ten minutes, once a day. She can still use her other spells while in this form.
Spells Unique to Gronnblade:
Fenrir - This spell creates a large ghostly wolf made of wind and magic. This spell seeks out any target that Aria choose and homes in on them, to shred them apart with fangs and cutting winds. It's highly effective against fleshy targets and doubly so on beasts and magical animals.
Odin's Eye - This spell creates a raven familiar. While the familiar itself is useless at combat, it can transform into wind and scout for Aria. It understands all language and can perceive magic, and by turning into wind physical obstructions will not harm it, only magical attacks that can detect it's presence. By turning into wind it can also slip between cracks and openings far too large for anyone else to fit. The familiar can only communicate with Aria, and it can do so telepathically.
Gronnblade - Gronnblade's strongest spell. It creates a storm of blades made of wind magic, allowing them to pierce physical defenses and damage magical ones. Like rain in the storm, the blades are individually weak, but come in countless masses. Alternatively, Aria can focus her magic for Gronnblade to create a single, unbreakable sword that she can wield. It can still bypass physical defenses and do damage to magical wards.
Goals: Aria wants to go on an adventure and eventually settle down. She wants to have a family with at least two kids, and see them become successful adults.
Over all, I say no to Aria. I dislike much of the character, the backstory and personality create a character not well equip enough for Rift adventures, she is more suited for apprenticeship at the Mages Emporium if anything.
As well as I am not keen on the spells. For one, many are unoriginal and are just Skyrim shouts in spell form, as as well as the unique spells are unoriginal in their uses.
Fenrir is the most obvious, I can't tell you how many Rps I have seen with Fenrir spells or characters. It is rather overrated and over-used. Plus the notion takes away from plans in the future for some characters.
Equipment: Tam wields a large black scythe with a single indentation to separate head's from necks, she keeps the blade of it sharpened with a whetstone.
Personality: Tam is one of many dragons in the Parellax family she's arrogant, rude blunt, empathic, cold, and quick to rush head first into a fight to attack someone. Unlike the rest of the members of her family, Tam has more laziness than she does instead of confidence, she believes out of the dozen of dragons, she's the weakest out of all of them and the laziest one of them. Like most of her family members, she feels as if she's a superior creature than most other beings in the land, she believes deeply in stereotypes told to her by her brothers and sisters about other races.
History: Tam is one of a dozen dragons born from a single dragon mother, unlike her siblings, Tam never grew wings to fly like the others. Due to being wingless her siblings bullied and teased her for as long as she could remember, but upon her eighteenth birthday, she gained the ability to eat the souls of people who died recently and learned to breathe lightning. After learning of her new feat, she immediately boasted to her siblings of what she could do, rubbing it in their faces that none of them could do what she did ever in their lives, even her one older brother who claimed to be immortal. After a couple of years of lazily eating souls given to her by a Dullahan that worshiped the ground that Tam walked on and as she kept holding herself above her siblings, they soon planned on getting rid of her. The eleven other dragons opened a portal to an unknown land and flung Tam through it, now she just wishes to return to her own world and cut down some of her siblings.
Guild Ranking: Wood
Misc: Ever since her arrival to this new plane, Tam noticed that she can only see and devour the souls of people she decapitates with her scythe. She still retains her ability to breathe lightning and is able to defend herself with her hardened scales.
Goals: To find or create a portal home and to either enslave or kill her brothers and sisters, create a harem of humans and other creatures, and lay around eating the souls of dead people.
I will continue my nature of being blunt and honest.
I rather dislike it, and it seems like a perfectly fine CS for other types of Rp, but not this one my friend. The CS is rather "Edgy" and is poorly explained. It holds a very stereotypical background for the edgy out-cast family member, just with the addition of being a Dragonic being.
I honestly feel this RPC is better suited for an Anime, rather than this RP.
@ManoftheNorth this rp has Anime/manga in the title. So that part is redundant now.
But as far as character sheets go, Spriggs, I have to believe you can do better than this. I'm fine with the dragon hybrid monstrosity you propose to me but your backstory doesn't explai any reason at all for ending up in Apothicus or joining the adventurers guild. It lacks everything but a really fucked up passive where you eat souls. I'd sooner take a Zin clone than this.
Read through the Beastiary in the character tab, Ursas features a lot of interesting places. If you do not like them, feel free to elaborate where your character is from in detail. We can then add it to our index.
@Zelosse Yeah I really didn't care too much as I put out this cs, half of the fact was that it was you as one of the Co-gms and the second was I never really devoted much time to the Cs.
I'll make a second one and actually try and this time make a humanoid.
@Zelosse@ManoftheNorth Here's another cs to reject guys. Only took me a day to create, hope it's not too edgy or too much similar to an anime. I wanted to go with an outsider coming into a new world type of sterotype.
Also if you take that as being hostile Man of the north it's mostly aimed at Zel really, and I don't mean for it to be hostile really.
Name: Zeke
Age: mid-20s
Race: Humanoid
Appearance: Zeke had a lean and thin build he stands at the height of 5'11. He wears a black body suit that covers most of his body but reveals his hands and feet, Zeke wears a full face helmet that only shows his eyes, his eyes have black sclera with golden irises. Covering his black body suit are a section of armored plating ranging from a simple chest and back plate to faulds and gauntlets with a simple section of boots.
Equipment: When Zeke first arrived into this world, he was dropped several feet from the sky into a giant lake destroying next to all of his former equipment. The only thing left of Zeke's gear is his body suit.
The body suit he wears is a multi-purpose suit used for front line combat, stealth infiltration, and many other purposes but after being dropped into a lake, the uses of it has become very limited. The outfit's material is both durable and lightweight almost similarly to chainmail or leather. It's also customizable for different pieces of armor to be attached to it, and one simple iron sword.
Personality: Despite considering himself an outlaw, Zeke is a somewhat kind and merciful person, believing in mostly harming others that are a threat to him or that he considers a threat, but at heart, he's truly an outlaw, accepting stealing and acts of violence as a natural thing as long as it's justified. Being young, Zeke sees himself as invincible, he hates needless formality and choosing to cut loose instead of controlling himself and holding his real feelings inside, but oddly enough he can be very respectable to others when needs to be.
Zeke is very skilled in several different types of weapons, unfortunately in this world, next to none of them exist yet or will be created. While fighting, he takes a heavy-handed approach to fighting others, believing in being overly forceful and very aggressive against his opponents. Even though his attacking style is very destructive, he can be very intelligent and understanding of complex ideas or themes. Zeke is very hesitant to speak of himself personally, despite the fact that he loves to cut loose.
History: Being a skilled and young man, Zeke was a soldier in a different world for a time he worked for a federation that owned many things beyond most people's comprehension. But he was soon considered a traitor and criminal for going against his orders and attacking fellow soldiers during a mission. After being exiled from the military and left to his own devices, he quickly fell into a group called the outcast, men, and women who were criminals, pirates, bounty hunters, and mercenaries forgotten by people and left to die. Zeke at the time was a rusher, one of the many people who'd rush into frontline combat with little gear and limited weaponry to show their skill.
On a nearly routine rush, Zeke's group was ordered to rush a building that held power only for them to discover a portal, after being giving orders to take the gateway they were quickly ambushed and attacked by an unknown group of soldiers, in a last ditch effort to escape Zeke went through the portal. At first, he felt as if he was floating and all around him were clouds, Zeke believed that he was in heaven for a moment before gravity took over and sent him rocketing downwards, luckily for Zeke he was dropped into a lake, and his armor absorbed most of the impact of the fall. The very impact of hitting the lake destroyed each piece of his armor and sent everything heavier to the bottom of the lake.
After dragging himself out of the lake, and realizing where he was, Zeke began remaking his armor plates out of wood, once he recreated his armor he needed to find a new purpose in life and just surviving off the land wasn't his first idea as a purpose. He soon began traveling to find sentient life and quickly found it, but it wasn't what he expected it to be. Zeke found himself trapped in a world that was far in the past from his very own but in a fantasy like setting, keeping his origins a secret and being very savvy, Zeke joined the adventure's guild as wood rank similar to his new armor.
Guild Ranking: Wood
Misc: Being a former member of the military, Zeke learned how to survive in hostile places hunting local fauna. He is skilled in using several melee weapons ranging from spears to knives, and even giant war clubs despite being somewhat short. Ever since he came to this new world Zeke's favored a simple iron sword.
Zeke has knowledge of how his former armor was built and is able to recreate it with different materials, like how he first remade it with wood. His skills don't just extend to front line combat skills and being adept with melee weapons he is also somewhat proficient in stealth espionage, but he's bad enough to be caught by someone who's a little more aware of things around them.
Goals: Zeke's main goal is to find a way to get back to his home time whether it's through a portal or through other means. His secondary goal is to make a very sturdy armor and move up through the guild's ranks.
Ok. I am somewhat happy you tried to make another CS. But before I review the CS. I am going to say this: Knowing a person is the Co-Gm, doesn't give an excuse to be lazy with the CS. You and Zel could be married and I will still say no lazily made CS's.
Now, I will review the second and give my opinion of it soon.
@ManoftheNorth I don't know you, isn't Zel the gm? Or is the power switch around here and did Zel become Co-gm. Or is my memory so shit that I forgot about meeting you in the past somewhere on this site because I don't remember ever seeing you around here man. And personally, I'd never marry Zel, I don't roll that way.
@Zelosse Yeah I really didn't care too much as I put out this cs, half of the fact was that it was you as one of the Co-gms and the second was I never really devoted much time to the Cs.
I'll make a second one and actually try and this time make a humanoid.
Ok, first off. If you aren't referring to Zel, don't mention Zel. Secondly, you can take your leave now.
Zahra's yataghan once belonged to a cultist of Irili, the goddess of night. A friend made during her travels, Zahra took his blade upon his untimely death and used it along h with her magic to avenge his death. While it isn't her main weapon, she does rely on it should the enemy be too close to combat with spells, mainly as a defensive tool.
Zahra's grimoire is filled with ancient Sektephi spirit rituals and spells. While Zahra is capable of performing a number of them, there are still countless more within that have yet to be deciphered from its original ancient Sektephi text and put into practice.
Personality: While some may think of a necromancer as a melancholic, brooding, and otherwise unfriendly individual, Zahra is the exception to that. She does not see necromancy as a dark tool used solely by those of malicious intent. It can be so much more than that. She seeks ancient knowledge of her craft to bridge the gap between the mortal world and the afterlife. To reunite families with their deceased loved ones is a noble gift is it not? Zahra is a devout worshipper of the gods and their teachings. All creation is to be cherished and all mortals are of a family. She is a pacifist by nature but recognises the need for violence when there is no other option. As a result, combat is not sonething she takes pleasure in. That being said, she is a capable woman and will mot easily be manipulated or halted on her path. She is a loving individual, a shoulder to cry on and an loyal ally in battle.
History: A Sektephi tribe traditionally has a member trained in the arcane arts. This individual is known as a Sehrai or The Seer. Zahra is what you would call a Sehrai'im, an apprentice. While it is most common to see Sehrai'im and their masters practicing cryomancy, mostly for survival purposes, it is not mandatory. Zahra is such a Seherai'im, during her time as a member of the Ghumani tribe she was taught mostly geomancy but in her spare time focused heavily on necromancy spells and rituals. While it is not forbidden in Omujir, necromancy isn't a popular school of magic. As such, Zahrah's progression was limited so long as she remained in the tribe.
As luck would have it Zahra's opportunity came when Tarik, the uncle of Djin, took power. His reign was at first peaceful enough, it seemed as though nothing would change for the Ghumani. It was only after the first year had passed did the signs of Tarik's cruelty show. He began demanding tributes from all members of the tribe. Any woman he wanted would be his, and boys who were too weak to be warriors were cast out into the wastes. Zahra during this time had been on a pilgrimage to the Tomb of Kings when she stumbled upon a hidden catacomb beneath the sand sea. Deep within the expansive crypt she discovered a tome, one of forbidden knowledge of the necromantic arts. Even with her newly acquired knowledge, it was not enough for the young Sehrai'im. It wouldn't be for another three years until she'd return to the tribe, by then it had changed beyond recognition for her.
Such was the end of her time as a Sehrai'im. There was nothing more that her Sehrai could teach her, Zahra was now her own mentor. For years she ventured across Omujir, seeking to further her understanding of her craft until she arrived at Apothicus. At once point in her travels she'd learnt of a Sektephi matching the description of an older Djin. It seemed her tribe was not beyond saving as its true heir was still alive. Now her travels were for more than just her own gain.
Guild Ranking: Wood
Misc:
Goals: Leaving her home was not an easy choice but life under Tarik's rule was not something she could tolerate no longer. Zahra ventured far from her home not only to experience freedom and learn but to find the true heir to the Ghumani tribe. If Djin could be brought back then there was a chance the destruction of the Ghumani tribe could be averted. What's more, if Zahra could gain better insight into necromancy then all the better.