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Hidden 5 yrs ago 5 yrs ago Post by Arthanus
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Arthanus Grey Jedi

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Name: Alm Saito

Gender: Male

Age: 25

Appearance:

5'8" Slender Muscular Build, Long Black hair and brown eyes

Bio:

The small village of Seki buried deep in The Ittoki Pearls, the mountains in the south east part of the Empire, is the ancestral home of the of the Saito Clan and the Spirit Hunters. The mountainous terrain is perfect for training the mind as well as the body, and it is a prime location to hunt rare and powerful beasts for Spirit Hunters. This was the world Alm was born into, and it was amazing. From an early age Alm was intrigued by the spirit hunters and wanted to join their ranks. But that dream seemed far off, his mother had died during child birth and his father once a great hunter turned into a worthless drunk. Practically abandoned on the streets of Seki Alm was forced to fend for himself.

Luckily for the boy one of the Old Hunters Master Shan was willing to look after the boy and train him. Well that was what Alm believed at first. But the next twelve years pushed Alm to his limits and broke them. Determined the young boy's progress was amazing, he could easily beat other students his age given the chance. But Master Shan's training was no walk in the park even for a natural. Alm had many times where he had to fight for his life during the training, more so than any normal student would have to go through, and by the age of 18 Alm was ready to show his progress. A hunt had been arranged by the head family for their heir Mitsuhide to obtain his Spirit, their prey a Dire Frost Wolf. Alm heard of this hunt and knew the perfect way to show his power.

Alm followed the group in their hunt for a few days until he was able to find a trail to track the beast. As soon as he had her thread Alm was off. The lone hunter was easily able to maneuver and track far better than the group that now followed him allowing Alm to find the Dire Wolf's lair well before Mitsuhide. This was both a blessing and a curse as Alm would soon find out he didn't find the lair on his own accord, the wolf had lured him there. Alone Alm faced off against three frost wolves and the dire frost wolf in a bloody fight in which he almost lost. Standing the victor Alm didn't waste any time, he immediately started extracted the Spirit Stone and began ritual to absorb the Dire Frost Wolf's spirit stone.

The experience was something that could not be explained with words it was amazing, yet painful it was like being torn to shreds just to be put back together again and when he awoke from the meditative trance his life began anew. Instantly he noticed that his sense of smell and hearing had been amplified, and something was coming. Alm instantly shot up and turned, Before him stood Mitsuhide and his hunting party. Enraged that the boy had taken his kill Mitsuhide charged Alm. The fight was over quickly Alm was far to powerful for the boy and he was unable to control himself as his blade cleaved Mitsuhide in two. The remainder of the hunting party fled and to tired to chase them Alm knew what would happen.

He returned to his village a few days later expecting the worst. He was to be put to death for slaying the heir to the family "in cold blood", but luckily Master Shan was able to convince the elders that Alm was to good of a spirit hunter to waste. After agreeing to a demonstration of his abilities the elders of the clan agreed with Shan's words and instead of putting Alm to the sword they exiled him. Never to see his home again.

Alm left Seki that day and headed to the Empire. For the next five months he wandered as a Ronin helping out villagers in need while looking for a place to call home. That was when Alm meet Jing the man was strong willed, had purpose and was willing to give Alm a new life. For the next seven years Alm has followed Jing and been a member of the irregulars making a new life for himself in the Empire, although without Master Shan's Guidance his progress as a Spirit Hunter has been slow.

Fighting Style: Spirit Hunter - After fusing his own Spirit Stone with that of a creature's the hunter can surpass human limits. This also leads to more primal fighting styles as the abilities of the absorbed spirit bleed into the hunter's original Style.

Equipment:
War Glaive
Armor - Shown in picture
Supplies - enough food and water to last Alm a week in the wild
Hunting Knife
Casual Clothes

Skills/Abilities:

Tracking, As the term hunter implies Alm is a skilled tracker
Cooking, A hobby of Alm's he likes to cook making the times when hunting is the primary source of food it makes things more interesting


Other Information:
Hidden 5 yrs ago Post by Nerdy Reference
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Nerdy Reference So Subtle and Clever

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CS relocated for consistency:


Hidden 5 yrs ago 5 yrs ago Post by Lumiere
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Lumiere Sur les yeux

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Hidden 5 yrs ago Post by Aragorn
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Aragorn The Gentleman of Light

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Name: Ariel Lightwood
Race: Human
Gender: Female
Age: 23
Appearance:

She is 5 foot 7 inches. Unlike the picture, she has heterochromia, her left eye being blue and her right eye being brown. She normally keeps her hair tied into a pony tail behind her back so it does not get in the way.
Bio:
She was born in the City of Golden Shores, her parents being somewhat successful merchants and she herself assisting them in their work. At the age of ten, they were set upon one night by a gang of thieves, who had proceeded to relieve the three of all their valuables and profits of the day. Not happy yet with their haul, they then tried to steal her as well from them, presumably to sell her as a servant on the black market. Her parents, having attempted to fight back against the kidnapping, were stabbed multiple times in front of her. Before the group could take her however, they were ambushed by a rogue vigilante, his fiery blades cutting through cloth and skin like butter.
Nicholson, as her savior introduced himself, took her in, raising her as if she was his own. He taught her how to steal food and clothing without being detected, how to defend herself, and even continued teaching her how to read and write. For several years, they lived happily with each other, despite the harrowing circumstances they regularly encountered. However, after she turned eighteen, he had become very sick. During this time, she spent all the money she could find and steal on trying to find a cure for him. Having found nothing, his time came at the beginning of the next year. Before his death however, he bequeathed to her his pair of fiery blades and pleaded with her not to continue their lifestyle, wanting her to achieve something greater in her life.
Grief ridden, she took odd jobs in an attempt to follow her long time mentor's last wishes. After four years, she had begun to despise the city she had been born and raised in, having made very little progress in her attempts at an honest living. Then, one night while trying to drink her worries away in an inn, she heard tales of a company of mercenaries by the name of the Bloodrose Irregulars. The next morning, she gathered up what little possesions she had and left for Honimora, figuring anything was better than staying in her birthplace.
Now, being a new recruit to the company, she awaited her first mission...

Fighting Style: Thief. She has very swift and agile movements, focusing on dispatching her opponent as quickly and quietly as possible. Sneak attacks and back attacks are her specialty, and is not beyond the use of trickery to get the best of her opponent.
Equipment: A pair of Tanto daggers. Also carries several throwing knives.
Skills/Abilities: Her main blades are relics of the fire type, allowing her to spontaneously heat them up at will to a glowing, white hot temperature without damaging the blades. She is currently however unable to maintain the heat for more than a few seconds. She is also talented at remaining hidden and quiet.
Other Information:
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Athol Safety Factor 7

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Sanity43217

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Name: Glyndan Fireshoot
Race: Wood Elf
Gender: Male
Age: 64
Appearance:

Bio: Glyndan Fireshoot, of the northern Fireshoot clan, was born to a long line of mages. His childhood was an interesting one. Being raised by powerful magic users was bound to cause its own dramas. Several things were different from ordinary childhood. For one, instead of being grounded, he was banished to the Astral Plane. Another is that he was forced to solve most things with magic, with nearly every birthday being celebrated by a new magical artefact to nudge him along to be a high mage. The main competition came from his brother though. A few years younger than Glyndan. Glyndan's brother showed more desire to be a high mage.

When Glyndan was 40, his Father, the old High Mage, fell ill. He tried to use a spell that was too powerful for him. A small crack appeared on his soul stone, and he started dying. Over three years, Glyndan's father came closer and closer to death, until he died. Glyndan was told to take up the duties of High Mage but passed it on to his brother. Glyndan wished a life of adventure instead of being locked in a tree fort for the rest of his life. So, Glyndan worked on a Grimoire, made a few wands and staves. Then set off for a life of adventure.

He spent around five years travelling, learning to appreciated humans and the other races. Learning to use his magic and artefacts in new and better ways. He finally heard of the Bloodrose Irregulars sixteen years ago. So, Glyndan joined up with them. He never really got close to anyone in the company, but felt like he should. He often opted to do things alone but is starting to feel like he should start letting others in. To start working with others. To get to know the men and women who have fought by his side the last sixteen years.

Fighting Style: Very flashy, and heavily focused on magic and showmanship.
Equipment:






Skills/Abilities:


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Hidden 5 yrs ago Post by Milim
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Milim Independent Puppet

Member Seen 2 yrs ago

Name

Eris Loviat

Race

Human

Gender

Female

Age

17



Biography

Eris has no memory of her parents. Her father had been a knight who had perished to an illness months after her birth, and her mother was so grief-stricken by the event that she had committed suicide. The succession of the child that had been named "Eris" by her father was a hot one among her province. Some of her uncles and aunts wanted to take her in to use as a bargaining chip, some of her more distant relatives wanted to marry her to their sons to inherit the large fortune of her family. However, her grandmother was the one who took her in despite initial hesitation given that she'd feel guilt until her death if she let them get their hands on her.

She came from a noble house with a large amount of money, and this was used in her upbringing. Her grandmother was old and frail, and whilst she tried to spend as much time with her granddaughter as she could, her body could not keep up and a vast amount of different tutors and the like were spent on educating this girl. Every option was available to her, but she seemed to find solace in things that were considered boring or dull by other children her age. She enjoyed tailor-ship as it allowed her time with her grandmother, and she enjoyed reading. Physical activities were not to her interest, and she found little fun in keeping company with other children. She became something of a loner in her childhood, a shut in who preferred to lose herself to novels and her studies rather than engaging in court activities or physicality. Her time spent around books made her weird - she began to take on strange speech patterns and became increasingly morbid.

However, the girls life took a turn when her aptitude for magic was discovered. It was far beyond anyone's expectations and she learned extremely quickly, partially because of the massive interest she had taken in it. She learned at a pace not really seen before by any other mage - to say she was a prodigy would be an understatement. Other schools of combat she was completely unsuccessful at aside from the extreme basics, but her ability far surpassed anyone else's at her age in this field.

Years passed and her progress continued. Her curiosity had overtaken her innate disinterest in people and she began learning about the world from real experience rather than what she'd read in books. The beauty of the world unveiled itself to her as she began to spend more and more time exploring her families vast estate and the forests within. It was at this time where she knew that she had to explore the world and the various things within it, to see what the books had told her about and experience the same stories that her grandmother told her.

Around the age of 16 and a half, Eris' grandmother became extremely ill. She no longer had the ability to care for the girl and organise tutoring or the like for her without grave cost to her health. She noted the girls immense magical potential, a willingness to explore and a requirement that she had to grow up to become the next head of the family. With her last wish to her granddaughter before she condemned herself to her bed, she inquired upon an old friend for a favour. She'd hired the Irregulars for tasks before, and she figured she could leverage their friendship to take in her granddaughter. She was a girl who preferred to listen rather than talk, and she also had skill in the field of battle. What was there to lose by taking her under their wing?

She was hesitant to join at first but the prospect of adventure and making her grandmother happy won her over. The girls past few months at the company had been eventful. She'd learned a lot from the magicians who worked there, and even managed to make a few friendships. She affectionately gave out nicknames to the guild mates and gave them gifts every time she wanted to ask something which made her well liked among the majority of the company. However, her thirst for adventure hadn't been sated and she craved a real challenge - one that would put the skills she'd been acquiring to the test.

Fighting Style

Dark Mage. She doesn't fight from a distance but uses her large amount of re-positioning and defensive spells to keep her safe whilst she launches her assault.

Equipment


  • Eris' Grimoire "Ruin" - Surprisingly filled with spells for a girl her age, though it would be expected of someone of her talent level. It's rather distinct to a lot of other grimoires as it's quite small in size and easy to hold with one hand, though that's how Eris prefers it.
  • Clothing - Eris holds a few different dresses that were made for her by her grandmother, but she only tends to keep 2 on her. They fold easy, are much lighter than their frilly appearance looks and are quite durable. They definitely give off the aura of a rich girl.
  • Strange Necklace - A necklace that has been passed down by the side of her family who has god's blood. An interesting cross shape that shines brightly and never gets dirty. Eris wants to figure out the meaning of the shape and the properties it holds, but her investigation has been fruitless so far
  • Needles + String - Eris always carries around needles and string with her to repair any damaged clothing and also as a form of last ditch defence/form of utility. She's very accurate when throwing needles.
  • Money - Eris always carries a decent sum of money with her, as her grandmother had told her to. Whilst she doesn't carry too much of the family fortune, she's not struggling any time she needs to buy new equipment or make a transaction.
  • Writing tools - Eris always keeps a tool to write with. She likes writing a recall of her journey and she also likes writing letters to her grandmother.
  • End - A thin stiletto made of pitch black steel. It's hard to spot at night time and she almost always keeps it hidden where it isn't visible as a secret weapon. The guard has an extremely ornate guard to it

Skills/Abilities

  • Enhanced Physical Ability - For a girl as frail as she looks, Eris actually has quite good physical conditioning mostly stemming from her gods blood given as she puts next to no effort into it. She's quite strong and can take far more hits than she should be able to, but she tires easily from physical tasks that are too strenuous. Whilst she is strong however, she holds absolutely zero combat ability to the point where she can't even throw a punch correctly.
  • Tailor - Eris is extremely skilled at making and repairing clothes + sewing, as sort of a hand-me-down from her grandmother. She rather enjoys making clothes for those she thinks would be cute in them.


"Ruin"


Eris' Grimoire. She uses this as the conduit for all of her spellcasting. It's pitch black on the exterior. Her magic type is Dark.


  • Hate Spike - A concentrated spike of dark energy that rises from a shadows position. Activates through a command of snapping her finger. She must have either touched the shadow or the shadow has to belong to her to be able to cast this ability.
  • Ruinblade - A thin horizontal blade of dark energy casted at high speeds. Cast command is through waving her arm.
  • Abyss - Creates a large region of shadow on the ground in front of Eris.
  • Split - Allows Eris to leave her shadow at a single position, and swap back to its location when re-casted. Has a limited effective range.
  • Charades - Eris makes a shadow of a creature and brings it to life. The closer the accuracy of the charade, the more powerful and more durable the creature.
  • Lord of Shades - Eris steals the shadow(s) of her opponent(s) and turns it on them. The shadow holds the same physical capabilities as the original, but it is mindless and unable to replicate magic or fighting technique. Only works on up to 2 foes in its current state.
  • Puppet Strings - Creates a strong string material either coming from a shadow or herself in which she can attach it to something. It is at least as strong as steel, and not easily broken yet slow moving. If attached to an unconscious, dead or non-living being, Eris can
    manipulate them as if they're alive
  • Nero - Eris summons a large shadow-golem puppet, around 7ft tall with long arms albeit thin. It is chained to the ground but extremely durable and quick moving in its area of effect. Primarily a defensive spell. Affectionately named after a deceased family pet from her childhood.
  • Endbringer - Eris' most powerful offensive spell. A collective ball of dark energy is built up over a period of time and fired at a target. Once it reaches a destination, it explodes in a radius dealing massive damage and restricting vision in the area based on the amount of energy built up. Mostly used as an execution move due to the ease in which it can be dodged.
  • Oblivion - Eris creates two arms made of shadow that are both around the same size as her. The way in which she moves her own hands is the way in which these ones move. The darker it is, the more powerful these appendages are.

Other Information: Although she is classified as human, she holds direct blood ties to a God. As to what god, she's unaware but she's researching and trying to figure out what secrets her ancestry holds. Her abilities and physical attributes are boosted slightly due to this but the blood relation is extremely diluted due to hundreds of years passing since the age of the gods, and the less common attributes brought by this ancestry bring her more attention than she'd like.

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EvictedElement The Bohemian Viking

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Name: Ashdane/”Ash"

Race: Human

Gender: Male

Age: 28

Appearance: Ash stands at approximately 5'8" (173cm) with brown hair cut short on the back and sides, the length on top pulled into a tail. Soft brown eyes that lighten to an amber color in sunlight and a skin tone carrying a light tan with it. His body appears athletic with the baggy white clothes and his leather armor, but beneath them Ash is lean and toned, befitting a person who prefers dexterity and agility over strength and hardiness. His face is largely angular, having a narrow jawline and high cheekbones with a face that often appears to be scowling when at rest. The choice of a baggy white shirt and pair of pants allows for breathable attire when his thick leather armor is finally removed at the end of a long day or mission. Even relaxed Ashdane remains tense and wired, though. A nervous disposition and eyes that often dart around his surroundings with subtle bags beneath give this man a dangerous, paranoid look that can easily set others on edge.





Fighting Style: “Artificianado.” A joking name a comrade from the Wayward Wolves once used to describe Ashdane's methods. Naturally, Ashdane ran with it. This style consists of a mix of swordplay, throwing knives, and artificer gadgets such as shrapnel bombs, razor wire traps, and more. When dealing with direct confrontation, evasion is a high priority and countering with quick strikes or a gadget when opportunities present themselves.

Equipment:
-Two spathas in scabbards across the back. While initially intended to be used in a dual-wielding stance, Ashdane usually uses one at a time and keeps his off-hand empty to utilize his throwing knives or gadgets.

-Studded leather armor meticulously cared for and modified heavily from his time in the Wolves. Thick armor around most of the body, leaving only the head, arms, and legs exposed for maneuverability.

-Three throwing knives located at the right hip. Reliable, sturdy, and retrievable.

-Leather toolbag typically situated on the left hip, filled with artificing tools along with metal and leather field care items, such as oils and whetstones. A separate pocket contains some extra scrap metal bits for use in field-crafting extra shrapnel bombs or replacement gadget bits. Ashdane will normally drop this bag using a quick release strap before engaging enemies as it can be cumbersome.

-Shrapnel bombs are small clusters of junk metal set into a metal base with just enough primer to launch the pieces at a respectable level of force capable of embedding and cutting flesh at a radius of 5 feet in a full circle. With slight modifications, and angling the base, Ashdane can give better aim and reach to the shrapnel, giving his teammates a better chance of not getting sliced and delivering more focused blasts to his foes. Bombs are primed by removing a small plug that acts as a brake for a dial on the underside of the base in place and twisting it 15 or more degrees clockwise, the bomb then detonates between 2 and 3 seconds later. Keeps 2 bombs on his person at the start of every mission.

-Spring razor wire traps are set into a tightly-wound cylindrical coil set into a cylindrical pillar that is hollow at the bottom, where it connects to the metal base. The hollow space is filled with enough primer to launch the pillar upwards roughly 4 feet, where it separates from the inside brake and the coil untwists at a rapid speed, flinging 3 strings of razor wire outwards in a 4 foot radius and dealing numerous cuts to those unlucky enough to stand in reach until the coil is at rest. These traps are primed similarly to the shrapnel bomb, having a dial at the underside of the base. Like the shrapnel bomb, the dial has a plug that acts as a brake for the device in order to prevent it from going off prematurely. The dial is turned counterclockwise by 45 degrees and plugged loosely so that most light vibrations through a nearby surface will release the plug and the dial will set the primer off. As a result, the spring razor makes for a good perimeter mine and alarm system. These traps are also made to be reusable, so long as more primer material is at hand and the base of the cylindrical pillar isn't too damaged to contain it. 4 of these are carried at the start of every mission.

Skills/Abilities:
-A skilled artificer, Ashdane can craft gadgets and traps from small metal pieces for use in combat and battlefield control.

-With his past as a street urchin, Ashdane is an accomplished pickpocket, eavesdropper, and adept at walking quietly without being noticed.

Other Information:


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