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Hidden 11 yrs ago 10 yrs ago Post by Rilla
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Rilla SuperNova Generation / The Lazy Storyteller

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Adinraen Barriurden
"The Demon Elf"


Vitals


(Audin = Monstrou.
Raen = Desciple
Barri - Spawn of
Urden = the Darkness) [/Indent]

- Nickname:

Devil Elf


-- Infamous Names:

Devil Elf
Demon Elf of the Dark Forest


Age:

241

- Feigned Age: 110


Sex:

Male


Date of birth:

First Winter during the Year of the Demon Elf Emergence


Lineage:

Brother: Rosuto Barriurden

Born during the First Fall, Year of the White Elf Queen, Rosuto was meant to inherit the small fortune of the Barriurden clan. However, his dreams were not realized, for he was given a brother. Adinraen. Barriurden, in itself, means Spawn of the Darkness, and Adinraen strived to live up to this ideal. When the Demon Elf King declared war during the 80th Year of the Emergence, Adinraen made his first act of loyalty slaughtering his entire family, proving that the name Barriurden would live as it should; in utter darkness.

-- Rank: C

He was never a fighter, but inherited some degree of military tacticianism.


Father: 'The Hunter' Barriurden

Adinraen never knew his father by real name, for all called him 'The Hunter'. A famed warrior turned War Strategist for the Elven Clan they belonged. During the 80th Year of Emergence, he was horrifically killed by his son, Adinraen. His head was offered to the Demon Elf King.

-- Rank: High Class S

A name etched into every mind of school-age elves. 'The Hunter' was best known for making strategies that led the Elves in numerous wars, to unfathomable victories. His fame became so much that, should he have wanted too, he could have easily been a top military advisor for the Elf Queen. Instead, he chose to start a small business. His military strategies and intelligence were second to none, and passed down to his sons, Rosuto and Adinraen.


Class/Major:

Demon Elf Elite

As an elite in the armies of the Demon Elf King, Adinraen boasts significant martial abilities. His skill with twin elven blade, his skill in nature manipulation, particularly thick forests, and his uncanny ability to form strategies(reminiscent of his father) quickly saw him rise through the ranks. However, for each level he rose, the mark of the Demon Elf grew upon his body and disfigured it into the horrific shape it takes today.


Class/Minor:

Military Strategist

Were not for his father's untimely death, Adinraen probably would have made him proud with his knowledge in military sequences, movements, history, and strategy. With intelligence on par with his father's, Adinraen has effectively solidified himself as a valuable asset. By virtue of pure knowledge of all existing forests, Adinraen can, will, and has, provided logistics for them all; down to the last blade of grass.


Occupation:

Demon Elf Elite Strategist

His father's position became his own in under the new lord, the Demon Elf King. Mixing his intellect with his intricate knowledge of the land and armies at his disposal, Adinraen threatens the entire wellbeing of the world. Even on his own, as a emissary of the Demon Elf King, he is highly dangerous. There are whispers that he has been plotting to take over as Demon Elf King, even if it means massacring the ruling family.


Alignment:

Chaotic Evil


Martial Status:

Single, aside from those he's raped and enslaved.


Birthplace:

The Forest of the Black Elf

His father and mother were traveling with the armies of the White Elf Queen, when he was born. The elves of the forest, dark in complexion, allowed them several weeks reprieve in their abodes. Only when the first glimmer of darkness tainted Adinraen's skin did they find they overstayed their welcome.


Blood Type:

Unknown


Eye Color:

Once they were a vibrant green, but now, due to the influence of the Demon Elf Mark, they are all white.


Height:

Fix foot flat

-- With Shoes: six foot one


Weight:

One hundred fifty


Hair Color/Style:

Long, flowing, black hair.


Handed:

- Left:

Perfected - Uses for powered strikes


-- Right:

Perfected - Uses for deceptive, quick strikes.


--- Both:

Perfected - In conjunction, his strikes become nearly unavoidable without getting out of the reach of his arms and blades.


Skin Tone/Condition:

Ghastly white, coated with blood and scars.


Physical Condition:

Optimal. His body functions at a high rate, increased reflexes and speed. His durability is just a tinge higher than a normal elves, but still relatively less than a humans. Well trained muscles lay coiled, increasing the power of his strikes, past their normal limits.


Markings:

Demon Elf Mark


Appearance: A knobbed ended arrow. The arrow points go out and downward, pointing back to the knobbed end.

Function: Given by the Demon Elf King to all under his kingdom, the mark horridly distorts the image of the person it is bestowed upon. In reward, subjected people gain more power in both mental, physical, and metaphysical artforms. The longer one holds the mark, and the more ranks they gain, the more the marking does to them.


Voice:

Raspy, devoid of anything other than killing intent


Reach:

Two Feet


Birthmark:

Originally the mark of the Barriurden Clan, but it has long since been consumed by the Demon Elf Mark.


Personality:

Adinraen, as described earlier, is nothing short of a socio-psychopathic murderer. In his mind, only the organized Chaos od the Demon Elves is worthy of his attention and this has greatly affected his mind. While he does possess grand social skills, these are only afforded to those in his clan, to anyone else his appearance is indicative of his mindstate. Often it sounds as though the Demon Elf, many are unaware that this is him formulating strategy on top of strategy in a multitude of mixed langauges, some dead and some newly formed. The rest of his mannerisms are more-or-less ingrained into the minds of young elves, to love nature and all its inhabitants, and while he does, he is also subject to using them as pawns in his dangerous war games. More than one facet of nature has been subject to these and has never been the same since.

In battle he is ruthlessly aggressive to the point of seeming like a berserker. This could not be further from the truth. Combining his hellish skill with blades, ring blade, or a bow and arrow, with his high intellect and tactical prowess, Adinraen can effectively back and lead his opponent into any position he wishes. He shows no mercy, for he believes his weapons, the Bones of the Devil Elf, need the taste of blood to quench their thirst.


Spirit Animal:

Unknown

The adverse effects of the mark on his mind, and his outright disregard for his own well-being and spiritual upbringing have caused his spirit animal to become naught more than a broken haze.


Equipment:

-Upper Body:

--Demon Elf Chestplate:


Appearance: Made from the most durable, lightweight elven metals of the new Demon Elf world, this armor features bi-ridged layovers, that increase the defensive capabilities.

Function: At a glance, it is meant to ward off any would-be physical attack; however, its truest properties lay in minor spell deflection. Anything with one-charge or less glances off with minimal damage done and nullified effects.


--Demon Elf Arm Coverings:


Appearance: Similar to that of the above in appearance, with the addition of three blades jutting out on the back of the elbow; the smallest of which on the side of his hand, and the longest on the side of his head. Gloves are included as well.

Function: To slash opponents behind him, as well as the added effect of the above.


--Elf-Metal Sheathes:


Appearance: For Bones of the Devil Elf, they rest on his back and follow the curvature of the oddly shaped blades. For the Ring of the Demon, it as well rests on his back, however layering on top of the sheathe for the swords.

Function: To hold his weapons, and offer defense from attacks from behind.


-Lower Body:

--Demon Elf Greaves:


Appearance: Light-weight, yet highly durable. Sharp objects out of the knees.

Function: Defense and a potential weapon

---Left/Right Leg: Demon Elf Greaves


--Devil Elf Belt:


Appearance: A Elf-Metal Fashion, Demon-Elf Marked belt

Function: A secondary sheathe, and a designator of his rank. It carries his insignia.


Weapons:

Bones of the Devil Elf

While not actual bone, these blades were blessed by the Devil Elf himself. To Adinraen these blades are akin to his family, the only family he refused to part with. His mind tells him they speak to him and whine for fresh blood. In his hands, these blades carve through obstacles with obscene ease. They are also made out of an abnormally strong metal, that feels lightweight in his hands. Just his skill with these weapons alone gained him a great deal of respect and rank within the Demon Elf Militia. {Ranking: Z}


Elf Skeletonbow with Devil Hair String

This Bow and Arrow set is arguably the most feared in the ranks of the Demon Elves. It is never shown to be on Adinraen before usage, in fact, it is rumored he can pull it from any portion of nature he chooses. The bowstring comes from his own hair, magicked to have a high tension and release at a high rate of speed, 1,000 feet a second. It is called a SkeletonBow due to the fact that the design is indictative of a creatures spine, curved to form the base. His accuracy is high, and his profiecency with nature makes his arrow supply near limitless. {Ranking: A}


Ring of the Devil Elf

By far his most unique weapon, the ring blade is essentially a close-long range mixed weapon. Using his dominance over the natural energies of nature, when he tosses it, he can control it without touching it. When its in his hands, its true prowess is shown. His already unpredictable movements and his unstable mind, make this weapon a prodigy in destruction up-close. The sharp edges cut as easily as those of the Bones of the Devil Elf. However the drawback is, it is easy for him to damage himself with his double-edged weapon. {Ranking: B}


Abilities:

They Never See the Devil

In nature, when dominant, he becomes camouflaged. This breaks when he attacks but reinstates when the attack is finished. It remains so, even if he is prepping an attack. Moving lessens the effective nature of this passive ability, but overall it remains intact.


I am Nature, but it is not me!

When he gains his dominance over nature, he also gains the ability to hear through it, effectively making hiding useless. Normally, this works two ways if the opposer has the ability to manage it, however this is moot to Adinraen. As he is the dominator, nature actively cancels attempts to backtrace, or affect, him via his magical effects on nature. Also, pinpointing him via nature is impossible, as his energies and nature's energy becomes mirrored. This also grants him some degree of resistance to illusions, particularly environment changing ones. He also gains some resistance to natures elements, however the resistance to element that opposes his current domination is only an increased 25% instead of the decreased 25% to the rest, and 75% to his current domination. This means, for Forest to Fire, the latter will cause 25 percent more damage. However, for Fire to say, Earth, he'd have 25% more resistance to it. For Fire to Fire, he'd have 75% Resistance.


All roads lead to Rome!

Nature for him is nothing but a compilation passive portals. Once he exerts the needed energy to gain dominance over nature, then he can pass through them and appear at similar areas. Examples include ice-berg to icebergs, fires to fires, bodies of water to bodies of water, etc., etc. He cannot appear within five-feet of an opponent, however.


Asepsis

Quite simply Adinraen is somewhat immune to contaminants, that cause disease. However, he is adapt at using these on his weapons, if he can find such things that contain them.


Magic:

Nature Dominance

In the myths, there are three types of nature control. Famaliar, the lowest and most commonly accessed. Control, the mid-rank that is the highest many can achieve. Finally, Dominance, the complete and utter mastery over nature. Not only does the forest protect him from the ones that would do him harm, but quite literally bends to him. For the exchange of minimal energies, his powerful magic is cast at full strength. The wildlife in any given area becomes naught more than a pawn to his chessboard if he expends the required amount of energy to exert his dominance, this includes slight poison generation. Once done, his mastery is so absolute that it is said he literally becomes the forest in some abstract way. This does not simply include the forest, but all areas of Nature. However, others require a bit more of his energy to be expended.


Drudic Magics

In addition to being Dominant over Nature, he is also a practiced Druid. Capable in healing arts, shape-shifting, and animal control, Adinraen can effectively treat his environment like a giant game of chess. In terms of his shape-shifting he is quite adapt at its application and is steadily gaining new forms to fit any situation he is thrown in. He is not adapt at healing, however, due to his merciless personality. His control of animals extends to mythical ones as well, but the rarer and bigger they are, the harder they are to control. He once had a totem pole to symbolize his Druidic nature, but he left it behind at the Demon Elf Stronghold, thinking it useless.
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Alchviem Falden
"The Hellequin"
Artist name in Corner


Vitals


Age:

Unknown - after the formation of the Apotheoses, he sort of just faded off to the background.


Race:

Human, however, his spirit has corrupted and thus corrupted him into what he is today.


Class:

Formerly, he was said to have been a rather demented jester. As of now, he is considered the leader of the Apotheoses, and all together more dangerous than the lot of them. It is unknown what his intentions are, but whispers say they are much higher than the take over of Allaria. If classed as anything, singularly, it would likely be Criminal Mastermind.


God:

Falden has never believed in a God, he’s only believed in one thing - himself. This was evident from a young age, when he refused to pray to Michael. His family, being over-religious shunned him and he was forced out on his own. This lead to his joining of the circus - where his particular ‘talents’ were discovered. The Ringmaster took him under his wing, and became the closest thing to a ‘God’ that Falden worshipped. RM taught him the darker side of things, and cultivated what would ultimately become the head of the Apotheoses.


Appearance:

The sinister smile on his face, is from both the corruption of his spirit and his already deranged mental state. Often noted as the most frightening thing about him, his smile is often the first and last thing survivors of his appearances see. That is not to say they don’t see more of him, it’s just they are drawn to the serial killer smile that he possesses, especially the rows of razor sharp teeth.


Personality:

Alchviem was never really ‘right’ in the head. Not to say that he was mentally challenged, he just never saw the line between right and wrong - or if he did, he didn’t mind crossing it. At best, he was always a little chaotic, and now, he’s a demented, emotionally deprived, psychopath. While his parents were not ideal, they at least loved him(Albeit, as he saw it, conditionally), it is unknown whether or not he loved them. His only documented love was the Ring Master, whom he killed one day during a freak circus act, which lead him to becoming how he is now. As it stands, this charismatic former Jester, has the personality of a serial killer, who has no ulterior motives other than to see the world burn - one person at a time.


Spirit Animal:

While not an animal per se, his Spirit is definitely odd. Formerly it was a troop of magician assistant-esque women, but that has since changed. Now, one of the women is chained and bound in a shark infested tank of bloody water, another is forced to endure being sawed in half, by a dull saw being wielded by a heavy set man wearing boxers, a bloodied wife-beater, and a paper bag over his face, and the third, is forced to juggle her own eyeballs, as well as those another several others.


Spirit World:

Once a beautiful court-yard, filled with lush shrubbery, it has now become a sad, decrepit old theatre. But to Falden this is home, and to his spirits, it is beautiful.


Equipment:

Falden is often seen carrying several spherical objects he refers to as his juggling equipment. This is, in one part, true; and in another part, a ruse. The spheres are filled with a variety of poisons, from neurotoxins, to paralysis agents, and magic dampeners.

He also is known to carry a rapier on his person, and is said to be quite the master at it’s usage. The edge is extremely sharp, and is said to enter the body painlessly, and quickly, puncturing vital organs without the sufferer knowing until the blade it pulled out. Combined with his strengths, he is rather capable of holding his own against any sort of challenger, even proclaiming, “In the darkest of nights, and the brightest of days, even the Gods cannot challenge me.”

He is also known to carry various knick-knacks around on his person at any given time, up to, and including, but not limited too, five or so throwing knives, a deck of old cards from a famous Allarian card game, and a special flint and stone mechanism on his hand to produce flames(some believe it is a ruse to use his magic to create flames, but blame something else.).


Skills:

Deception: Given his appearance, no one expects him to be the leader of the most powerful army in Allarian history, and he fits into that role perfectly. Often appearing as a decrepit court-jester, he appears harmless and frail - but that is just a part of the con. He has a myriad of other costumes, that, when paired with his ability to deceive, can gain him access to many places.

Parlor Tricks: During his time in the circus, he learned several small tricks. These, however, were adapted to a rather deadly use. Things like using cards to cut through things, and making things appear and disappear, have been employed by him. He also uses these to make himself appear and disappear, often in different parts of the room. Each trick is potentially fatal, and he seems to know and exploit that when under his jester guise. During his time in the circus, this made him both a valued thief and a excellent assassin.


Magic:

Unknown: This is not to say he does not possess any magical prowess, he has just hidden it cleverly enough that it seems he is unable to use any. Some have speculated that he, in addition to being a genius Criminal Mastermind, is also a expert magic user - perhaps something in the darker of the arts. Aura Readers have stated that he has the potential to manipulate magic, and has a rather malevolent aura. Some have suggested he has a magic barrier around his corrupted spirit to keep people from discerning past the fact that he ‘can’ use magic.


Strength:

Intellect: By far, his most frightening strength, is his immense intelligence. It delves into the realm of the God’s with how knowledgeable he is. Likely due to his far reach, or some type of magic, Falden just knows. He cannot predict the future, but he can gather enough information to pick the likely course something is going to take, to a rather startling degree.. It’s rumored that, at times, he simply just -sits- in his chambers, his eyeballs moving erratically. Often, he has won wars and battles based off his intellect alone - and often is cited as to knowing something about the God’s, that no mere mortal can know. Ivan is the only man known to be able to carry Falden to a stalemate in chess and nearly so in War-Games. His intellect also enables him to lie effectively, so some of his abilities and the like(In this sheet), may or may not be factual.

Unpredictable; Falden is truly one of a lost mind. His movements are erratic at best, his thought process is enough to send a normal man into a coma, and his motives are unknown. In battle, he mixes his ability of subterfuge and his swift movements to confuse his opponents. Outside of battle, he uses this to confuse his those who support and oppose him.

Self: He is deceptively quick and strong. He has been known to stalk, and appear next to people, without them having the faintest clue that he has been around. His grip is also of note - he has broken a minotaur’s wrist simply by squeezing it. Being as agile as he is, he can move around strikes with foot work that cannot be described as fancy, because no one is stupid enough to pay attention to it.


Weakness:

Alchviem has several odd weaknesses; the most glaring of which is his disdain for praise, forgiveness, and love, as they are applied to him. He can handle it from subordinates, but ultimately knows what those things mean to him - Failure. In every instance he has been praised or ‘loved’ something horrid has happened to him.

He is not built to take hits of any kind, however, with his madness he can take an increased amount - and this is a problem. Why? Because the increase isn’t that much, and he is often mad. While a cold, calculating being, Falden is just that- a man. He also lacks the ability to understand the motives past his own - he, at times, pauses to understand why his foe continues on in the face of death - leaving himself open at times.


History:

Read the Sheet- it’s peppered through it.


Note from a journal:

“Falden is an expert at deception, believe nothing about what you hear of him, or of what you see. This man is no longer human, he is something grotesque, something of pure evil. Do not approach him at any costs, do not give into the tales you hear of him, do not belie--,”

The page ends there, burned to a crisp where the words seem to scratch off. If there is anything to take from this it is that Falden is more than he shows himself to be.
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Adinraen Barriurden
"The Demon Elf"


Vitals


(Audin = Monstrou.
Raen = Desciple
Barri - Spawn of
Urden = the Darkness) [/Indent]

- Nickname:

Devil Elf


-- Infamous Names:

Devil Elf
Demon Elf of the Dark Forest


Age:

241

- Feigned Age: 110


Sex:

Male


Date of birth:

First Winter during the Year of the Demon Elf Emergence


Character Tier: High.

Character Type: Critical Character- Active Multiverse Participant

Lineage:

Brother: Rosuto Barriurden

Born during the First Fall, Year of the White Elf Queen, Rosuto was meant to inherit the small fortune of the Barriurden clan. However, his dreams were not realized, for he was given a brother. Adinraen. Barriurden, in itself, means Spawn of the Darkness, and Adinraen strived to live up to this ideal. When the Demon Elf King declared war during the 80th Year of the Emergence, Adinraen made his first act of loyalty slaughtering his entire family, proving that the name Barriurden would live as it should; in utter darkness.

-- Rank: C

He was never a fighter, but inherited some degree of military tacticianism.


Father: 'The Hunter' Barriurden

Adinraen never knew his father by real name, for all called him 'The Hunter'. A famed warrior turned War Strategist for the Elven Clan they belonged. During the 80th Year of Emergence, he was horrifically killed by his son, Adinraen. His head was offered to the Demon Elf King.

-- Rank: High Class S

A name etched into every mind of school-age elves. 'The Hunter' was best known for making strategies that led the Elves in numerous wars, to unfathomable victories. His fame became so much that, should he have wanted too, he could have easily been a top military advisor for the Elf Queen. Instead, he chose to start a small business. His military strategies and intelligence were second to none, and passed down to his sons, Rosuto and Adinraen.


Class/Major:

Demon Elf Elite

As an elite in the armies of the Demon Elf King, Adinraen boasts significant martial abilities. His skill with twin elven blade, his skill in nature manipulation, particularly thick forests, and his uncanny ability to form strategies(reminiscent of his father) quickly saw him rise through the ranks. However, for each level he rose, the mark of the Demon Elf grew upon his body and disfigured it into the horrific shape it takes today.


Class/Minor:

Military Strategist [Intermediate]

Were not for his father's untimely death, Adinraen probably would have made him proud with his knowledge in military sequences, movements, history, and strategy. With intelligence on par with his father's, Adinraen has effectively solidified himself as a valuable asset. By virtue of pure knowledge of all existing forests, Adinraen can, will, and has, provided logistics for them all; down to the last blade of grass.


Occupation:

Demon Elf Elite Strategist [Intermediate]

His father's position became his own in under the new lord, the Demon Elf King. Mixing his intellect with his intricate knowledge of the land and armies at his disposal, Adinraen threatens the entire wellbeing of the world. Even on his own, as a emissary of the Demon Elf King, he is highly dangerous. There are whispers that he has been plotting to take over as Demon Elf King, even if it means massacring the ruling family.


Alignment:

Chaotic Evil


Martial Status:

Single, aside from those he's raped and enslaved.


Birthplace:

The Forest of the Black Elf

His father and mother were traveling with the armies of the White Elf Queen, when he was born. The elves of the forest, dark in complexion, allowed them several weeks reprieve in their abodes. Only when the first glimmer of darkness tainted Adinraen's skin did they find they overstayed their welcome.


Blood Type:

Unknown


Eye Color:

Once they were a vibrant green, but now, due to the influence of the Demon Elf Mark, they are all white.


Height:

Fix foot flat

-- With Shoes: six foot one


Weight:

One hundred fifty


Hair Color/Style:

Long, flowing, black hair.


Handed:

- Left:

Perfected - Uses for powered strikes


-- Right:

Perfected - Uses for deceptive, quick strikes.


--- Both:

Perfected - In conjunction, his strikes become nearly unavoidable without getting out of the reach of his arms and blades.


Skin Tone/Condition:

Ghastly white, coated with blood and scars.


Physical Condition: [High]

Optimal. His body functions at a high rate, increased reflexes and speed. His durability is just a tinge higher than a normal elves, but still relatively less than a humans. Well trained muscles lay coiled, increasing the power of his strikes, past their normal limits.


Markings:

Demon Elf Mark


Appearance: A knobbed ended arrow. The arrow points go out and downward, pointing back to the knobbed end.

Function: Given by the Demon Elf King to all under his kingdom, the mark horridly distorts the image of the person it is bestowed upon. In reward, subjected people gain more power in both mental, physical, and metaphysical artforms. The longer one holds the mark, and the more ranks they gain, the more the marking does to them.


Voice:

Raspy, devoid of anything other than killing intent


Reach:

Two Feet


Birthmark:

Originally the mark of the Barriurden Clan, but it has long since been consumed by the Demon Elf Mark.


Personality:

Adinraen, as described earlier, is nothing short of a socio-psychopathic murderer. In his mind, only the organized Chaos od the Demon Elves is worthy of his attention and this has greatly affected his mind. While he does possess grand social skills, these are only afforded to those in his clan, to anyone else his appearance is indicative of his mindstate. Often it sounds as though the Demon Elf, many are unaware that this is him formulating strategy on top of strategy in a multitude of mixed langauges, some dead and some newly formed. The rest of his mannerisms are more-or-less ingrained into the minds of young elves, to love nature and all its inhabitants, and while he does, he is also subject to using them as pawns in his dangerous war games. More than one facet of nature has been subject to these and has never been the same since.


Fighting Skills: [High]

In battle he is ruthlessly aggressive to the point of seeming like a berserker. This could not be further from the truth. Combining his hellish skill with blades, ring blade, or a bow and arrow, with his high intellect and tactical prowess, Adinraen can effectively back and lead his opponent into any position he wishes. He shows no mercy, for he believes his weapons, the Bones of the Devil Elf, need the taste of blood to quench their thirst.


Spirit Animal:

Unknown

The adverse effects of the mark on his mind, and his outright disregard for his own well-being and spiritual upbringing have caused his spirit animal to become naught more than a broken haze.


Equipment: [Intermediate]

-Upper Body:

--Demon Elf Chestplate:


Appearance: Made from the most durable, lightweight elven metals of the new Demon Elf world, this armor features bi-ridged layovers, that increase the defensive capabilities.

Function: At a glance, it is meant to ward off any would-be physical attack; however, its truest properties lay in minor spell deflection. Anything with one-charge or less glances off with minimal damage done and nullified effects.


--Demon Elf Arm Coverings:


Appearance: Similar to that of the above in appearance, with the addition of three blades jutting out on the back of the elbow; the smallest of which on the side of his hand, and the longest on the side of his head. Gloves are included as well.

Function: To slash opponents behind him, as well as the added effect of the above.


--Elf-Metal Sheathes:


Appearance: For Bones of the Devil Elf, they rest on his back and follow the curvature of the oddly shaped blades. For the Ring of the Demon, it as well rests on his back, however layering on top of the sheathe for the swords.

Function: To hold his weapons, and offer defense from attacks from behind.


-Lower Body:

--Demon Elf Greaves:


Appearance: Light-weight, yet highly durable. Sharp objects out of the knees.

Function: Defense and a potential weapon

---Left/Right Leg: Demon Elf Greaves


--Devil Elf Belt:


Appearance: A Elf-Metal Fashion, Demon-Elf Marked belt

Function: A secondary sheathe, and a designator of his rank. It carries his insignia.


Weapons:

Bones of the Devil Elf [High]

While not actual bone, these blades were blessed by the Devil Elf himself. To Adinraen these blades are akin to his family, the only family he refused to part with. His mind tells him they speak to him and whine for fresh blood. In his hands, these blades carve through obstacles with obscene ease. They are also made out of an abnormally strong metal, that feels lightweight in his hands. Just his skill with these weapons alone gained him a great deal of respect and rank within the Demon Elf Militia.


Elf Skeletonbow with Devil Hair String [Intermediate]

This Bow and Arrow set is arguably the most feared in the ranks of the Demon Elves. It is never shown to be on Adinraen before usage, in fact, it is rumored he can pull it from any portion of nature he chooses. The bowstring comes from his own hair, magicked to have a high tension and release at a high rate of speed, 2,000 feet a second. It is called a SkeletonBow due to the fact that the design is indictative of a creatures spine, curved to form the base. His accuracy is high, and his profiecency with nature makes his arrow supply starts at 25, and are made of something representative of the land around him. However, when dominating the land, at the lost of not using a magical attack during the term he can create five more.


Ring of the Devil Elf [Intermediate]

By far his most unique weapon, the ring blade is essentially a close-long range mixed weapon. Using his dominance over the natural energies of nature, when he tosses it, he can control it without touching it. When its in his hands, its true prowess is shown. His already unpredictable movements and his unstable mind, make this weapon a prodigy in destruction up-close. The sharp edges cut as easily as those of the Bones of the Devil Elf. However the drawback is, it is easy for him to damage himself with his double-edged weapon.


Abilities:

They Never See the Devil [Low/Intermediate]

In nature, when dominant, he becomes camouflaged. This breaks when he attacks but reinstates when the attack is finished. It remains so, even if he is prepping an attack. Moving lessens the effective nature of this passive ability, but overall it remains intact.


I am Nature, but it is not me! [Intermediate]

When he gains his dominance over nature, he also gains the ability to hear through it, effectively making hiding useless. Normally, this works two ways if the opposer has the ability to manage it, however this is moot to Adinraen. As he is the dominator, nature actively cancels attempts to backtrace, or affect, him via his magical effects on nature. Also, pinpointing him via nature is impossible, as his energies and nature's energy becomes mirrored. This also grants him some degree of resistance to illusions, particularly environment changing ones. He also gains some resistance to natures elements, however the resistance to element that opposes his current domination is only an increased 25% instead of the decreased 25% to the rest, and 75% to his current domination. This means, for Forest to Fire, the latter will cause 25 percent more damage. However, for Fire to say, Earth, he'd have 25% more resistance to it. For Fire to Fire, he'd have 75% Resistance.


All roads lead to Rome! [High]

Nature for him is nothing but a compilation passive portals. Once he exerts the needed energy to gain dominance over nature, then he can pass through them and appear at similar areas. Examples include ice-berg to icebergs, fires to fires, bodies of water to bodies of water, etc., etc. He cannot appear within five-feet of an opponent, however.


Asepsis [Intermediate]

Quite simply Adinraen is somewhat immune to contaminants, that cause disease. However, he is adapt at using these on his weapons, if he can find such things that contain them.


Magic:

Nature Dominance [High]

In the myths, there are three types of nature control. Famaliar, the lowest and most commonly accessed. Control, the mid-rank that is the highest many can achieve. Finally, Dominance, the complete and utter mastery over nature. Not only does the forest protect him from the ones that would do him harm, but quite literally bends to him. For the exchange of minimal energies, his powerful magic is cast at full strength. The wildlife in any given area becomes naught more than a pawn to his chessboard if he expends the required amount of energy to exert his dominance, this includes slight poison generation. Once done, his mastery is so absolute that it is said he literally becomes the forest in some abstract way. This does not simply include the forest, but all areas of Nature. However, others require a bit more of his energy to be expended.


Drudic Magics [Intermediate]

In addition to being Dominant over Nature, he is also a practiced Druid. Capable in healing arts, shape-shifting, and animal control, Adinraen can effectively treat his environment like a giant game of chess. In terms of his shape-shifting he is quite adapt at its application and is steadily gaining new forms to fit any situation he is thrown in. He is not adapt at healing, however, due to his merciless personality. His control of animals extends to mythical ones as well, but the rarer and bigger they are, the harder they are to control. He once had a totem pole to symbolize his Druidic nature, but he left it behind at the Demon Elf Stronghold, thinking it useless.


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Worren Xue
"The Fire Ninja"
{This is Tony Jaa, Worren is kind of like him.}
{Just in big brown shorts, a brown hooded vest and wearing camping gear, sleeping bag.}


Vitals


Age:

28


Height;

5’10


Weight;

201


Eyes;

Fiery Red


Personality;

Worren is very easily angered, a trait shared by many fire users, especially when it comes to what he considers -touchy- subjects. However, even when he is calm, he still contains a burning passion within him, which manifests as flames around his wrist. This is shared by his anger as well. Generally, Worren is a nice guy, though this does not mean he allows himself to be walked over. He loves to train and fight, especially with his energies and his Shuriken and Kunai Knives, and other weapons. Being apart of the same resistance as Trent, Worren has a reputation as being hasty, though he is often successful in his ventures. Fancying himself as a ninja, Worren can be quite tactical and observant at times.


Spirit Animal:

Salamander


Weapons;

Kunai Knives -

Some have chains connected to them -
Varying Sizes -
Marked with several Flame Runes


Shuriken -

Bo-Shuriken and Hira-Shuriken -
Varying Size - Large ones are generally marked with weapons runes.
Marked with several Flame Runes


Blow Gun and Darts -

Two, One for smaller darts and one for Larger darts. -
Marked with several Flame Runes


Senbon

Thin, Sharp Needles -
Marked with Flame Runes.


Tessen -

An Iron Fan -
Marked with several Flame Runes, as well as Weaponry Runes


Manriki-Gusari -

The Manriki Gusari was a chain usually about 3 feet long, and weighted at both ends.
Marked with several Flame Runes


Equipment;

Aside from his weaponry, Worren wears a large camping bag on his back, complete with a sleeping mat. His smaller arsenal of weaponry is located within this bag, which is easily accessible. His larger weapons are located on Runes upon his body, particularly his wrists, palm, and back. The bag, is lined with the same runes to increase the carrying limit of weapons. The water bottles on either side of Worren, are filled with Oil(Left) and Gasoline(Right).


Elemental Affinity;

Fire/Heat


Energy;

Firaga:

Worren, being of a simple nature, never really named his energy anything other than Firaga. This energy allows him control over fire, no matter the size. He can start a small spark with a mental command, or the snap of his finger, or he can create large enough flames to completely decimate the immediate area, of fifty feet, which can gradually increase if left unchecked. His ability with this energy is so precise, five feet in any direction of him, is prone to random bursts of flame, ten feet if he is angered. Overuse can have side effects of singed clothing and burnt skin.


Heatron:

This is a secondary part of Firaga, allowing him to manipulate the varying levels of heat. He can raise or lower them, though he prefers the former. The different levels of heat manipulation don’t really effect him, as he normally trains on the lips of Volcanoes, and other naturally heated places. This energy is known to cause burns upon an opponent who is not properly protected. Due to this energy, it is known that the area around him is normally warmer, when happy, five feet around him. However, when angered, the heat around him, in a ten foot distance, is greatly intensified.


He gains a small boost in power when he is in contact with his given Element.

Energy Manifestation;

Spark:
With this simple energy, Worren can start the beginnings of a small fire, which can grow into a large forest blaze. This is mostly a starter ability and is rarely used to directly damage an opponent. He can also use it to channel flames down any weapon he currently holds in his hands, without hand signs. However, hand signs are necessary if he is not directly holding the weapon.


Balls:
Worren can manifest fireballs from his hands, feet, and mouth. He can also launch them from the ends of his hand held weapons, if they are being held by him. The balls vary in size, from small pea sized flicks(Fastest to employ) to massive fireballs(Slowly to employ).


Waves:
This is one of Worren’s secondary forms of energy usage. As a wave; the blast ripples slightly as it makes it’s way towards an opponent or chosen item. These ripples of energy, overlap each other, adding to their power overall. So in theory; the longer it takes to get to an opponent, the more damage it will do inclusively. Also, these waves aren’t limited to one direction shots. They can potentially; and with great energy, be sent off in 360°.


Pulses:
Being an avid flame enthusiast, Worren has developed the ability to send pulses of his flames and heat from his body in an Omni-directional field. They don’t gain energy, or power, since they don’t overlap. They can be sent in a single direction. When he employs this manifestation, it appears as a transparent red, or orange, wall of flames or heat.


Abilities;

Weapon Manipulation:
This is the ability to increase or decrease varying variables of his weaponry. It is not as advanced as the other peoples of the resistance(Derik, Trent, Jet) abilities are, but he can increase the size of a few of his smaller weapons. To compensate for this, he generally uses heat to increase the cutting power of his weaponry.


Summoning:
This is Ninjutsu, at base, which allows him to summon things from the two particular types of Runes he employs. Fire and Weapon runes, to be exact. The weapon runes are located on his wrists, palm, back, and on his Tessen, thus allowing him to summon Kunai knives and Shuriken, from either location. Large Shuriken, are generally summoned from his back. The Flame runes are located on each of his weapons, as well as on his wrists, feet, and tongue, to allow for bigger, more potent attacks. To use this energy, he generally relies on his own aura as a catalyst, which manifests as red, in conjunction with hand signs.


Hand Signs:
Worren, being a practitioner of Ninjutsu, is highly proficient in the uses of Hand Signs. He particularly makes use of Tiger, Dragon, Rat, Monkey, Rooster, and Snake, in multiple ways. His speed and competency with his hand signs is remarkable, coupled with his intense stamina, he can perform high level flame based attacks, and make a multitude of weapons, without becoming visibly tired. These are used to fuel his flame manipulation and summoning abilities. The extent of his Hand Seals are unknown, though he can do the same thing with one hand, that he can with two, at the cost of time.


Hand to Hand:
He is known to dabble in such martial arts of Kickboxing and Kenpo, both of which he is an expert in. He often couples his strikes with flames or heat to extend his range and striking power. Because of this training, he has increased stamina, speed, and power. Though, he lacks a excellent defense.
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Alternate Reality Rilla
"The Sinner"


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Age:

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- Left:


-- Right:


--- Both:


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Voice:

Reach:

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Personality:

Spirit Animal:

Equipment:

-Upper Body:

-Lower Body:

Weapons:

Abilities:

Magic:
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"The Warrior" Alphonse
"The Last Hero"
"Dessambrae"


Vitals:


Age: His appearance allots him an age that looks to be around thirty, but based off various historical texts that are centered around the infamous Way of the Warrior Tournament, he is believed to be much older.

Sex: Male

Date of birth: Unknown

Lineage:

Unknown Mother, Father, and Wife: The names of his mother, father, and wife are lost. His wife's name is the most recently lost, as contact between her and Alphonse seems to have been cut off. All are presumed deceased.

Geoffery and Geovanni: Alphonse sired two sons, twin boys. Neither showed any marked advancement is the sword fighting skills of their father, but primarily because both passed awary at an early age, following an abrupt change in personality to their father. Their names are carried on in the twin swords of their father, which until their passing had no name.

Class/Major:

Swordsman: Prior to the Way of the Warrior tournament, Alphonse was an accomplished swordsmen. He actually won the first incarnation of the tournament, but was irreconcilably changed after the event. He specializes in single and dual wielded blades, especially the two he carries with him. His skill with them is renown for their fluid movements, quick strikes and parries, and marginally less known for their limitations.

Class/Minor:

Traveller: Following the tournament, and the death of his sons, he began to travel quite extensively. This was for several reasons. The most important of which concerned the founder of the Way of the Warrior tournament, Liaison - The Untouchable Host. His travels were a concerted effort to either find and kill the man, hoping to put an end to the tournament, or find out more about him to achieve the first objective. Secondly, he honed his swordsmenship to a higher point; earning the name "The Last Hero" and taking up the mantle left behind in a series of books known as the Malazan - Book of the Fallen. Dessembrae. The final reason is yet to be revealed.

Occupation: Occasional sword for hire. Primarily traveller.

Alignment: Lawful Good.

Martial Status: Widower.

Birthplace: Unknown.

Blood Type: O-

Eye Color: Sky Blue.

Height: Six Foot Three

Weight: Two Hundred Ten, primarily muscle.

Hair Color/Style: Long, flowing, black.

Handed: Primarily right, near ambidextrous with his left.

- Left:
He wields Geovanni primarily in his left hand. It is used for slightly slower, but stronger attacks and defenses.

-- Right:
In this hand he wields Geoffrey. It is used for the quicker attacks and hastuy defenses.

--- Both:
He is ambidextrous, nearly, and when using both swords begins to show why he earned the name "The Last Hero." He wields both swords to a masterful degree.

Skin Tone/Condition: Tanned from travels, and marred by countless scares from ages of battles.

Markings: Has twin butterflies on the side of his neck to symbolize his sons.

Voice: Soft spoken.

Reach: Two feet.

Birthmark: Small X on his lower back.

Personality:

Alphonse was a loving father, and husband prior to the tournament that changed him. All his time would be split between tending to his family, and training in the two swords his father had commissioned for him.

During the tournament

The first inkling of a personality shift came late in the Way of the Warrior tournament. He had noticed signs that sabotage had taken place. Many competitors would turn up to their matches sick, or physically impaired. Some would go out of breath, and others still lacked weapons. Alphonse was the only there that was human, and had no magical capabilities, so he was largely spared. It soured him on the competition at large. By the end of the final round, he had been utterly changed. He ruthlessly cut down a Orc Warrior, with scathing results. The tournament offered the victor one wish, and Alphonse misused his. He wished to kill Liaison.

After the Tournament

His return home, which was poised to be a magnificent celebration, instead was met by a somber man. Ignoring his friends and family, he went into a self imposed exile. During this, his family left him and subsequently passed away. When news reached him of their passing, his stupor was broken and he vowed to hunt down Liaison, seeing him as the catalyst for everything.

Spirit Animal: A simple pair of light blue butterflies.

Equipment:

-Upper Body: Can be seen in picture.

-Lower Body: Can be seen in picture.

Weapons:

Alphonse carries only two weapons. Each is a two foot, four inch long Katana. They are named after each of his sons, Geoffrey and Geovanni. When his son's passed, he took the swords to a nearby lake that the boys used to swim in. It was during this time that he had first come to learn of Chi. When he dipped the swords in the lake to christen them, chi began to swirl about his body and the swords. The swords are now more durable than the average katana blade, leading many to think they are unbreakable. Their cutting power has also increased. On the downside, Alphonse is reluctant to swing the blades with his full might, as they are now the only connection he has to his deceased sons.

Abilities:

Physically, thanks to his Christening in Chi is slightly more durable than a markedly capable human. He borders on superhuman, but is still able to be taken down with well placed blows. While a boxer won't put him down in one hit, a few more and Alphonse is seeing birds. He also possesses more stamina, allowing him to have longer fights. His strength has also increased, to peak human physical condition; but his speed has been the most increased, allowing him relatively fast movement and drawing speed. He's not a speedster, but many humans would be hard-pressed to catch him.

His senses of touch, hearing, and sight have also increased. He can feel deeper, now, allowing for better gripping. He can hear half again as far as a normal human, and at higher and lower decibels. This allows him to hear many sounds that would otherwise be closer to silent, or further away. His sight enables him to see if darker environments, and bright ones, as well as see colors more vividly.

Passively, Chi has afforded him other abilities. One such skill is being able to determine whether or not somone can manipulate the arcane. With each passing turn, he can determine more about the nature.

Whether they can use Chi
How strong is their manipulations
What type of chi/magic
Other effects

He can also passively detect the flow of Chi in an area, and with time can determine if the Chi has been altered by the manipulations of another.

Magic:

Alphonse has been Christened in Chi, allowing him access to Chi and a multitude of abilities.

One such ability allows him to coat his swords in a sheathe of Chi to allow for greater cutting power, as well as the ability to cut metaphysical beings and objects, a feat they cannot due to great effect without. Passively they can, but the effect is virtually halved.

He can also coat himself in a sort of Chi armor to increase his defenses, as well as unarmed attacking power. The Chi also spreads and thins magical attacks, to decrease the impact and resultant damage.

Alphonse's greatest manipulation of Chi comes from being able to expel Chi out, or use it inwardly to increase his physical abilities. Expulsion allows him to attack distant foes, or place Chi 'bombs' along the field of battle. He can work it into different methods, and shapes for attacks. He generally does not shape them into weapons, instead rely on the classical bolt, and waves. These can be charged to crippling effect.

Using it inwardly, it can be assigned to different parts of his body to increase capabilities. It can also be a body wide application, but the effects are lower without proper preparation. He can increase his speed, defense, or any other facet of his physical ability.

He also has the ability to augment his already substantial Chi pool, but absorbing the Chi from the surrounding area, if it is agreeable. As some areas may have their own 'personality'. The more Chi he adds to the ground, the more he can pull from the environment to augment his attacks and abilities. He can also charge his passive abilities, to allow for greater range and insight. This is done by expending energy to fuel it. He doesn't need to constantly charge them, as they remain active after the first; charging just speeds them up.

For instance, his ability to sense Chi can be charged quickly to the max 'other effects' with only two turns of expended Chi, which isn't Chi guzzling.
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The Eternal Torturer
"Forever in the Chamber"


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Magic:
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Seraphic Assailant
"The Winged Savior"


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Midnight Stalker
"The Silent Words"


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Jadik
"The Monkey Lord"


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Ghost and Ground
"The Dead Sniper Team"


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Vegel
"The Runesmith"


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The Blood Monk
"Bleed for Serenity"


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Kei'taro
"The Beast Master"


Vitals:


Age: 35

Sex: Male

Lineage:

Spirit Beast King: The Spirit Beast King is the man who handles all the transacations of spirit animals, in terms of giving them to their humans. He is usually behind the scenes, and with his abilities, can traverse the world using the spirit animals as transports. He is absurdly powerful, and can hop realities or dimensions, revive someone, or influence one's spirit animal. He keeps tabs on all spirit animals, though some, like Ouroboros, are outside of his field of control. He also knows what Falden's Spirit animal is, though doesn't tell him.

Ranking: Z. He is in the upper echleon of beings.


Class/Major: Beast King

Kei'taro's major class is to collect the Bestial Keys.


Class/Minor: Scholar.

He is very interested in learning about all animals, poisonous or not.


Occupation: Beast King.

Alignment: Lawful Good

Martial Status: Single.

Birthplace: The Planes of the Spirt Beast King.

Blood Type: O negative

Eye Color: Brown.

Height: Six foot three

Weight: Two Fifty Five

Hair Color/Style: Medium length brown hair.

Handed:

--- Both:Yes. See Skills.


Skin Tone/Condition: Some scars from battle with animals and other people. Also, tattoos.

Markings: See Magic.

Voice:

Kei'taro's voice is very peculiar. Those who hear it, say it takes on a twinge of different animals. Sometimess it's gruff like a apes, or high like a monkies, just a matter of how he feels. Those aren't all its limited to.


Reach: Two feet, two inches.

Birthmark:

He has a black mark on the back of his leg, the mark of the Spirit Beast King's family.


Personality:

Kei'Taro is a gentle soul, unless he is in a combative setting like a tournament, then he becomes a world class snarker. He is a friend to all animals, and is cordial with humans who aren't trying to kill them. He understands that people eat animals and doesn't hold grudges against them for that, but he does have a special hatred for poachers and the like. He loves a good fight, and spending time with animals, learning from them and emulating them. He believes it can make him a better Beast Master.

One of the biggest sore spots is talking about his Father, the Spirit Beast King, who he hates and hates him.


Spirit Animal:

RyuKyu, is a RyuKyuan pup he befriended in the Volcanic Lands. A RyuKyuan is a Lion/Dog mix, popualrized by the Pokemon Growlithe and Arcanine. RyuKyu is more of a more mature Growlithe. It is very loyal to Kei'Taro, and can appear and disappear at a whim. It likes to eat, especially raw meat. For its size, it has considerable bite force.

In the past five years, while nothing much has changed about Kei'taro, a lot has changed about RyuKyu. He now resembles Arcanine more than he did before.


Equipment:

-Upper Body: He carries camping gear on his back. It holds no special significance, he just thinks it's comfortable to sleep on.

-Lower Body: See Picture.

Weapons:

Kusanagi - Kusanagi is Kei'taro Straight sword. See 'Shoot to kill, Kusanagi' for it's abilities. He is quite capable of using the sword in sword fighting moments without the ability, combining his strength and speed.


Skills:

Strength: Due to living with Gorillas, he was able to emulate their strength. He is able to lift up to four hundred pounds before beginning to struggle. He is able to injure a man with a punch, and able to break bones if he applied full power. He was able to pull a tree out from the ground, but it took a bit of struggling to do.

Speed: Kei'Taro is able to reach speeds of up to sixty miles an hour, at a sprint, and 50 miles for an extended run. This comes from trying to keep up with various types of animals who were often on the move.

Intelligence: Kei'taro is not exactly a stupid man, he is just not technologically savvy. Being in the wild for most of his life, his knowledge comes from that and not the fancy leaps and bounds the world has made. He was surprised when he was tasked to hold on to an MP3 player from a guy he once fought. He still seeks to return it.

Transportation: In addition to running, Kei'taro is adept at swinging from vines, and swimming.

Martial Arts: Through studying animals, Kei'Taor has become very skilled at multiple types of animal based combat. He is most adept at the Wu Xing, but is also capable of using fighting styles based off different animals. It makes for an incredibly difficult fisticuffs bout with him.

Reflexes: Kei'taro is a very agile and reflex intensive man, able to catch a striking snake neck by the throat mid-strike and not get bit.

Hands and Feet: Kei'taro is adept at using either hand to wield his sword, or for any other activity. This extends to his feet as well. they aren't as useful as a monkey's, but he can make it work. His toes and fingers have exceptional gripping power.


Abilities:

Animal Tongue: Kei'taro is quite skilled at talking to and understanding any animal he comes into contact with.

Senses: Kei'taro possesses enhanced senses of smell, sight, touch, and hearing. He can see things in greater detail, and feel more textures when he touches something. He has twice as many scent glands as normal humans, but being around animals for most of his life has numbed him to the nastier scents of the world. He can hear things from a greater distance than humans, and at a lower volume. He can pick out specific individuals based off their voices at well.

Well Traveled: Kei'taro can survive in just about any environment that isn't outright death causing, due to his many travels in search of animals. He is not, however, very capable of handling the extremes of temperatures though, and even has his own limit. He was able to survive in the Volanic Lands and the Winter Wonderland without any debiliating effects. Because of this, he can pick out edible foods, and poisonous ones at a glance. He is great at directions.

Hunter-Tracker: Despite his love for animals, the man has to eat, and so he became very adept at hunting things based off prints and excrement. He doesn't kill baby animals nor the females of the group. He takes care to only hunt the weaker males as well.


Magic:

Kei'Taro has a particular brand of magic which is evoked via tattoos called Bestial Keys. These Keys are gained from animals that have them, after a test relating to the animal or ability. There are an unknown number of these, and Kei'Taro is constantly searching, though seems to have an innate ability to sort of happen upon them, such is the case for his Spirit Animal, and first Bestial Key, RyuKyu. They glow so long as they hold a charge, and continue to glow while in use.

The tattoo's etch themselves on Kei'Taro, except for Kusanagi and RyuKyu, which take the form of his sword, and spirit animal, respectively. They each have their own personality, as it relates to Kei'Taro, some are extremely loyal - like RyuKyu, and some are willing to jump ship if able, like Eight Legged Spider.

For every charge they have before activating, Kei'Taro can control the tattoo's for that many turns, until he gets to three charges. Once he gets the third charge, then he is granted an extra turn of manipulation.

He can have multiple tattoo's charged, but cannot charge more than one per turn. While this gives him access to a wider array of moves on the fly, it also means they'll be lower in strength than if he focused on one.

Creature Skin:

When Kei'Taro participated in a tournament years ago, to test his might against formidable warriors, he was sadly defeated and killed. His opponent was able to strip him of the Lion's share of his abilities. Due to his death, he was greeted by his father - who unceremoniously revived him. What Rosuto, the Spirit Beast King, didn't reveal to him was that he had to replace his skin with flesh made from mythical beasts.

This skin is referred to as Creature Skin, and gives Kei'taro not only his abilities back, but also something else. Some keys, particularly those with strong personalities, do not always take the form of tattoos. The skin allows those personalities to manifest as body parts, as needed. This is a state similar to two keys he had prior, RyuKyu and Kusanagi. Currently, a very few new keys have taken this state.


[Locked]He is also capable of combining them for different effects. He can only do this if they have the same amount of charges prior to combining them. At base, they only last one turn. If they have two charges, they last one turn, and if they have three charges, they last two; so on and so forth. He can also combine up to three of them at once, but they at base, only last two turns, and three turns for each of them having four charges.








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Rilla SuperNova Generation / The Lazy Storyteller

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Deceased



DoppleGanger
"Mimic Me"


Vitals:


Age: Doppleganger is of an unknown age. He has been in the current universe/reality for hundreds of years, however.

Sex: Unknown

Class/Major:

Mimic

Doppleganger(Henceforth known as DG)'s major class is that of a mimic, which he does to outstanding degrees. He is exceptionally skilled in mimicking the appearance, attitude, personality, and skill set of a variety of specimens.


Class/Minor:

Extraterrestrial Envoy

His minor class is that of an envoy. He was meant to make contact with various worlds in order to build relationships between his world and the ones in question.


Occupation: Formerly, Envoy. Currently, none.

Alignment: Neutral

Martial Status: Single.

Birthplace: The Alien Planet of Obliux Five, of the Noliusi Galaxy

Blood Type: Matches that which he is mimicking. Otherwise, he leaks a purple substance as blood, which is incompatible with many other blood types, including the common A, B, etc., etc.

Height: Seven Foot tall.

Weight: one hundred fifty.

Handed:

The Doppleganger is naturally ambidextrous, but this changes depending on whom, or what, he is mimicking at the current. At the ends of his fingers are special receptors that infiltrate whatever he touches, allowing his brain to quickly understand it.


Markings: None

Voice: No one has ever actually heard him speak without first mimicking someone or something.

Reach: Three and a half feet.

Birthmark: None

Personality:

DG is a naturally inquisitive person, often examining things - not caring if people, or things around him, are freaked out about his natural appearance. Once people get past his tall, gray look, he is often described as somewhat morbid and 'handsy'. While he doesn't speak, his body langauge is exquisite, and capable of conveying enough of a message to have a very rudimentary conversation with whomever wants to talk. When he is examining something he has little to no regard for the concept of 'personal space' and 'do not touch that'. He is not very protective of people, even the ones he deems as friends - which is often with a open palm pointed straight at the person, at least once during meeting.


Spirit Animal:

Mechamorph

This mass is somewhat of a mimic like DG. However, he cannot mimic people, or anything for that matter. He does have the ability to merge with different objects to bring them to life, though they gain no extra abilities from them, except being able to move due to the mechamorph influence. He has evolved past many mechamorphs and can merge with most things, except people and other such things.


Equipment:

-Upper Body: None

-Lower Body: None

Weapons: None.

Physical Abilities:

Strength: Despite his looks, he is capable of lifting - at maximum - one ton. However, this doesn't exactly translate into combat. His current form has little tolerance for prolonged combat.

Speed: DG is a light fucked alien, capable of moving at high speeds for extended periods of time. He is capble of outpacing Usian Bolt two times over. His reflexes are also adapted to his speed, allowing him some form of countering - even if for a limited period of time.

Durability: DG is not durable at all, without first becoming something else.

Senses: He has all five senses, though his eyesight is vastly improved. Making use of his exceptional eyesight, intelligence, and reflexes, he can be quite the hard opponent to land a hit on. His sense of touch is also exceptional.


Skills:

Linguistics: Despite not speaking, DG can understand most forms of communication due to coming into contact with various types of beings. There are some he doesn't understand fully, but after a few minutes he can usually pick up the language rules and effectively begin to communicate. This ends once he mimics someone else, then he knows the languages they do - but nothing more as far as that is concerned.

Quick learner: Through the years, DG has shown remarkable skill in learning about new things, sans personal space and don't touch that. He has grasped the concept of piloting ships, among other things, within days. In battles, he is shown to be highly adaptive, using different forms to get close and ultimately gain a piece of the opponent. With a touch he can better assess, understand, and become competent at things than by merely observing it.

High Intellect: DG is exceedingly smart, lending to his curious and fast learning nature. His IQ is many times higher than most humans, allowing him to pick up things at a much faster rate. He maxed out a IQ test in a government facility, during one of his many captures, and was able to solve many 'unsolvable' operations. His abilities with numbers is nearly unmatched by many humans, and other species. He is capable of calculating vectors, speed, and intended courses faster than supercomputers and react accordingly.


Magic:

Mimic:

His one, and only, ability in his natural form is the ability to near perfectly replicate the appearance, attitude, personality, and special abilities of an object. He has several cataloged for use. If he can obtain a piece of an opponent, or friends, DNA he can nearly completely replicate them and their abilities. While he keeps his massive intellect, he is limited to what his new form can do. For instance, if he mimicked a swordsmen, he gains their strengths, and weakness, and other associated things and they replace his own. He cannot also grant them his speed, or strength, if they are weaker or slower than him.

He is not limited to organic materials, and that is what makes him most deadly. He can also mimic suits of armor and use them, though they will be empty to the eye. This also goes for mech suits. However, despite his intelligence, he is still weaker than the original version. Not by much, but to the trained eye, he is noticeably inferior.

He cannot mimic the objects of a person he replicates, unless he also gets a piece of it. For instance, if he replicates a swordsmen, he won't also gain their swords - unless the swords are part of their DNA. While he may mimic a mystical swords ability to increase his own speed, or enter a state of mediation for maximum killing efficiency, he would still be weaponless. Now, if the swordsmen had the ability to create swords for combat, then DG would gain those abilities.

He is incapable of mix-and-matching things he possesses the DNA, or material, of, as of yet. However, if the thing he is mimicking mentally recognizes the weapon, or object of choice, as something that belongs to them, then he can mimic that as well to complete the 'set'. While he can maintain a form indefinitely, once he turns back into his original form, he has to wait three turns afterwards before he is capable of mimicking something else. Most of his non-power/special mimics don't require any energy input, making them almost instantaneous to complete; however, the ones with special abilities, such as magic, or energy manipulation require two turns of energy focusing to complete.

At the moment, he has mimicked a variety of 'non-special' humans and animals. Mythical animals cost him a turn of focusing, such as dragons, for instance - though with those, he is much smaller than the counterpart. He has several powered, or special, mimics however; most of which are intermediate. There are ones with elemental abilities, and some with other unnatural abilities. He is also in possession of vehicles and buildings.


Mimicked Specials:

Gigante: A fifteen foot tall giant, with the ability to create seismic events by stamping down on the ground. He is slow, but has high power and durability; able to tank many strong blows before being defeated.

Gerard Bardolf: This mimic is of a Magic Knight, who uses his abilities to bolster his physical strength, speed, and endurance. At base, he's as fast as an olympic athlete, and as strong and durable as a US Army solider. He was able to acquire all things to make this a full set.

Khagan The Lich: This mimic is a skeletal Archer, and Nightmare set. The nightmare is a black American Quarter Horse, with black flames for a tail and flames. The Archer can shoot two types of arrows. Magical green flames that explode with energy on contact, and special purple arrows, that summon a low level minion when it hits the ground. He has a supply of 25 green ones, and 10 purple ones.

"The Turtle" Mattaki: This mimic allows Doppleganger to take the form of a human male. The male has the ability to form relatively powerful barriers and shields, for a variety of defensive effects. They can sometimes be used offensively.

More to come.
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Rilla SuperNova Generation / The Lazy Storyteller

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The Monk
"The Planeswalker"


Vitals:


Age:

Sex:

Date of birth:

Lineage:

Class/Major:

Class/Minor:

Occupation:

Alignment:

Martial Status:

Birthplace:

Blood Type:

Eye Color:

Height:

Weight:

Hair Color/Style:

Handed:

- Left:


-- Right:


--- Both:


Skin Tone/Condition:

Markings:

Voice:

Reach:

Birthmark:

Personality:

Spirit Animal:

Equipment:

-Upper Body:

-Lower Body:

Weapons:

Abilities:

Magic:
Hidden 11 yrs ago Post by GreivousKhan
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GreivousKhan Deus Vult

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The pictures are all you will ever have that's left of them Rilla.
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Rilla SuperNova Generation / The Lazy Storyteller

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10 of these never made it to OldGuild. ;D
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Rilla SuperNova Generation / The Lazy Storyteller

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Deceased


Respo Flou
"The Magma Phoenix Shaman"


Vitals:

Nickname: Phoenix


-- Infamous Names:
  • Firebird
  • Volcanic Phoenix


Age: Unknown

- Feigned Age: 150


Sex:
Male


Date of birth:
First Black Volcano Eruption during the Year of the Black Phoenix


Lineage:

Father: Respo Flou

Respo Flou I, was the cause of the Black Volcano Eruption -- a time of war had come upon his lands, the Volcanic Farlands, and he did what he had too. Revered as the master of the volcano and the vessel of the sacred phoenix, Respo was often touted as a God among Men. While doing what he could to protect his people and family, he was still a cocky hothead and often went to war; one war led to the black volcano eruption during the year of the black phoenix. The smog and poison was so great the people had to develop special masks to wear over their face until it cleared up -- though the masks managed to stick around.

-- Rank: S

His fire prowess was so great that flames were empowered in his presence, the room he was in was always a sweltering temperature, and the flames he produced, at his lowest energy extertion, could melt through thick steel doors. Story goes, when he was controlling the black Volcano, the Black Phoenix rose from it. He was floating above the mouth of the volcano and the magma rose around him and spread out -- black wings like that of the fabled phoenix.


Class/Major:
Fire Shaman

As a fire shaman, he is known to wield powerful flames of both mystical and natural origin. Flame Manipulation runs deep in his family -- prompting his runic and dead langauge abilities in bringing fire to usage.


Class/Minor:
Volcanic Mage

While not as widely used, Respo followed in his fathers footsteps and took to Volcano manipulating, particularly the lava/magma. As it is a genetic trait he can potentially progress to his father's level or higher, but as a Fire Shaman, he is often away from Volcanos, thus cannot pratice. Still, his skill in this is not minor -- if magma is found, or presents itself, he wields it expertly.


Occupation:
Shaman

He spends his time wandering the world in an attempt to master his fire manipulation, as well as his volcanic skill. Often this involves him conjuring fire spirits to aid, and communicate with, him in an effort to expand his repetiore. He has also showed some skill in spirit conjuring of other types, though often these are short lived and for conversation.


Alignment: Chaotic Neutral
While his intentions are good or bad, they are often marred by his abrasive, cocky nature. In fact, he has no problem using his abilities to reach his own end, whether or not it is beneficial for anyone around him.


Martial Status:
Single


Birthplace:
Volcanic Farlands

Much is not known about the Farlands, aside from the Black Volcano that erupted there.


Blood Type: Unknown
Those who've seen his blood say it pulses like it contains a raging fire.


Eye Color:
Fire Red


Height:
Six Foot Four

-- With Shoes: Six Foot Five


Weight:
One Fifty


Hair Color/Style:
Long, flowing, white hair.


Handed:
- Left:

Primarily used to manipulate flanes from his hand.


-- Right:

Primary hand, often seen holding the Staff of the Fire Eye.


--- Both:

In conjunction both hands are extremely dangerous, as both are capable of manipulating flames with something as small as a finger wag. If both hands are holding the staff when it creates flames, they, the flames, are empowered and burn more intensely.


Skin Tone/Condition:
Deep brown skin, possibly natural or from an close working relationship with fire.

Physical Condition:


Aside from possibly burns from his affinity to fire, his skin is Optimal. The few blemishes he has are from past battles with bigger beasts. He is at the peak of his life, prime condition and is expected to remain as such for a long while to come.


Markings:

Phoenix Symbol

  • Appearance: A simple phoenix insignia, three pronged wings, and a sharp beak; flames around it.
  • Function: To show his heritage, also, to increase his power in places of natural fire and volcanic situations.


Voice:
Raspy


Reach:
Two and a half feet


Birthmark:
See Markings


Personality:

Respo is a hothead, as are most of his kind. Easily dissuaded into a fiery exchange of violence, many seems to prefer to watch their tongues around the man if confrontation is not avoidable.


Spirit Animal:
Phoenix

-


Equipment:

-Upper Body:

-Lower Body:

Weapons:

Abilities:

Magic:
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