I edited the OP to show the current date: 6/21/3150.
Also is anybody playing the princess?
After holding the weapons together hilts touching perfectly the two weapons can also be transformed into a double ended weapon, a blade spear with a short spear blade to balance the weight at the opposite end. This form is unique as it allows Rhayven to channel energy into it and trace runes in mid air and channel energy into them much like a wand or spell stylus.
Blade Enhance: Rhayven focuses magical energy into his right hand focusing on one of the basic elements or force. He then draws his fingers caressing down the length of the blade, infusing that energy into the blade temporarily. Rhayven can maintain this enchantment by holding the charge in his off hand but this prevents him from using his other techniques.
Mystic Strike: Rhayven draws energy into his hand and channels it through the sword as he attacks with either a slash or thrust, at which point he creates a projectile of raw magic which carries the intent of the attack a short distance, creating a glowing slash or shimmering thrust which transverses the air.
Hidden Knife Parry: If Rhayven is in a defensive stance he can block with a reverse grip swing of his sword a single strike, before following through by stepping in and stabbing with a spear like it was a knife hidden in his sleeve, using the moment the blades are tied to take his opponent unawares.
Healing Aura: An aura of beneficial magic which requires several interlocking runes to create it is much to complex to be used in combat and often drains all of Rhayven’s remaining magic. It creates a fifteen foot aura of minor healing, that can close minor cuts or cure minor bruises and jump start healing on more severe injuries. This runic circle can not be overcharged, but it can be held, each minute this is held more and more of an injury is healed, though the cost for Rhayven is dire often resulting in spell burn or spell feedback which causes him an injury which heals over time, normally days and prevents him from casting until it has healed, the severity of the injury is akin to a curse and depends on how long he holds the spell past his limits, which is normally two minutes, enough to reset broken bones or stitch together severe lacerations.
Blurb: Rhayven is a flashy character in combat, but also a unique character out of combat, in addition to a strong affinity for his knightly duties and combat arts, he has an irrepressible sense of curiosity when it comes to magic, which he inherited from his mom, and he cant help but always try to blend the two. I find the balance of both sides of the character terribly entertaining, and I think he will at times serve as both the serious logical type, but also the groups source of comedic blunders, which comes with perpetually experimenting with magic.
WIP
Hope I didn't go overboard with the equipment and skillsMaria Mercer"If you think I'm just another pretty face. Boy, I will make your face 'prettier' than mine!"
Characteristics:
- Date of Birth: 21 June 3125
- Hair color: Ash
- Eye color: Pale Blue
- Skin color: Fair complexion
- Species: Human
Possessions:
- Weapons:
- A long sword with wind enchantment - Sylph
- A short sword with ice enchantment - Wisp
- Armor: Hardened leather armor with metal plating
- Currency: (to be discussed)
- Pets: None
- Territory: Her parents own a small land in Southern Drakengard, and her grandparents from the mother's side has some connection to the central Government of the Kingdom.
- Trinkets: Ring of Strength, Boots of Wind Walking
- Relationships: Daughter of a minor noble that raises to power in recent history. Her father is a decorated knight that's granted a land for his service, and her mother is a part of old noble lineage.
Skills & Abilities:Being the only heir of a decorated war hero, Maria's upbringing is not at all like that of a lady. While others trained on table manners, she was trained to swing a sword. Where others dance in ballrooms, she danced on the battlefield. As a result, Maria is a girl in appearance only. Everything else was that of a young, aspiring Knight-to-be. Swordsmanship? Check. Hand-to-hand combat? Check. Basic tracking and reconnaissance skill? Check. Archery? Well, this part is not her forte. But that's where the magic sword comes! Right? Right?
However, Maria's true worth in combat lies in her compatibility with magical artifacts. Even she herself is not sure how she do it, but magical weapons and other trinkets seemed to have greater effects on her. Sometimes, the effect became so amplified, that the items themselves break.
So far, only four items seemed to be keeping up with her: her two swords, a ring of strength enchantment that's passed down from her father, and a boots of air walking that she received from her grandfather as a present for her passing the Knight acceptance test but before she left that position and become a mercenary instead. Ey, he doesn't need to know that!
Feats:
- With the Sword of Wind "Sylph" - Maria is capable of creating wind blades with her every slash. The size and reach of such strikes are determined by how much magic Maria pours into the swing. She once mowed a horde of ten goblins and their mounts with a single swing, armor and all.
- With sword of Ice "Wisp" - By pouring magical energy to the blade, the blade will create offshoots of itself that can be shot like bullets towards a certain direction by swinging the main blade. Upon impact, the ice blades will freeze its target, at least until the magic runs out. Maria is capable of creating a maximum of 9 offshoots at a time.
- With Ring of Power - Body strengthening, pure and simple. Despite her small stature, when she focuses her magic towards the ring, Maria gains the muscle strength of a bear.
- With Boots of Wind Walking - Maria can concentrate winds under her feet to give boost to her jumping power. She could also pour magic to create invisible platforms underneath her to perform double jumps, and theoretically infinite jumps to change direction mid-air, but since this requires a great amount of focus to use, Maria maxes out on triple jumps.
Blurb:Everyday parents told their child the stories of heroes. They come from humble beginnings, living everyday earnestly, doing whatever they are doing the best they can. Then, one day something fateful happened to them. A fairy blessed them with magic, a dragon abducts them, or they pulled a sword from a rock and gains mythical powers. Things like that.
Then they went on arduous journey, saving countries, making new friends, subjugate villains and bring countries together. They slay evil of all kinds, save damsels in distresses, and end up saving the world. They proceed to become protectors and/or leaders of their countries, and rules long and strong.
I guess it is a way to teach children to live earnestly. To do what they are told to do with their best. To encourage them that no matter who they are, what they are, they can become somebody as long as they do good. Not a bad way to manipulate kids, really.
But to be an actual child of an actual hero? Do you know how stressful that can be? People expect you to be some kind of God, I tell you. They expect you to be stronger than anybody else. To have knowledge that put savants into shame. To have the heart of a saint. To always act and behave like a Paragon of Virtue, yada yada yada.
Well, I say to hell with that!
In the first place, do you know what a hero does for the most of the time? He dwells in politics with the nobles, that's what he does. He goes out on monster subjugation from time to time, yes, but for most of the time, he parleys with the men and women of Court, most of which cares more about their fame and wealth above all else. All in the name of vague concepts such as 'Greater Good'. Some heroic stuffs there, yeah?
That kind of life is just not for me. After all, I am my own person. Not 'Favourite Daughter of Gillard the Hero'. Nor am I the 'Sole heir of House Mercer'. I am not coming back, and that is final! If you have problem with that.. Go throw yourselves off a cliff somewhere, I guess. It will be less painful for you that way.