Now that I think about it, what are the guild masters opinions of everyone elses characters? After all, I'm suuuuuuuure the Harpy's Wing has no bias in picking Illedrith as her fave :P
@pkken I took a look at Curses, and according to the description, yes. It's the yin to regular magic's yang. Magic is stemmed from will and emotions, but Curse harnesses the dark wills and emotions instead.
After being reminded that Curse exists, maybe I'll do something with it... Later of course.
@Lord Sawsaw2 As promised, here's the last character for Golem's Hand. Still lacking some editions, since I kinda want to make the writing of the Bio in particular smoother and still got to add some things to his Darkness Magic (specifically Custom spells and customized descriptions for every Canon spell) but since he isn't using it until later in the RP I felt that it would be ok to leave it like this as of now.
Alright, suggestions and changes. My biggest overall change for the Illusion magic would be to make it incomplete somehow so that even those who have been affected by it still have some way of fighting back against it, rather than the fight just straight up being over once it affects them. And no, the option of fighting with your eyes shut at all times is not an acceptable drawback, that's arguably even more debilitating.
My suggestion for a magic-wide drawback is that the illusions don't work in the very corner of people's visions (like the SEP field from Hitchhiker's Guide to the Galaxy). Since most people won't know your magic is illusions, they won't know to look for it, but in a protracted fight it's possible for people to figure it out, particularly in your bigger and more grandiose illusions.
As for the individual skills, Jabberwocky is fine as long as you have to have physical contact to activate it on a person. Simply being able to point at someone and fully change their emotions to the point that they would cut down their allies is hella broken. In something that will be repeated later, I'd also suggest that if you lose line of sight to the individual in question, the effect ends, or if you move too far away from them it ends. 2 minutes is a hell of a long time with no counters, that's like a page and a half to two pages of text. Obviously I will be lenient with this when you're using it on NPCs
Wonderland is such a sweet idea, but at present it's also hilariously broken. As written, your wonderland could literally just put them in a .5m x .5m box so that they can't move, turn, or fight, and then you could just walk up to them and slit their throats. This needs to be changed to make it balanced either by making Seto and all his allies follow the rules of the Wonderland, making the wonderland only exist in a small diameter cone made up of Seto's field of vision (like 5m max), making illusory objects that are touched disappear (can still be played around by leaving objects in so that when they start walking through walls to make them disappear, they walk into actual walls/holes/trees/spikes because they don't believe they're real), or making it another targeted spell like Jabberwocky. I'm definitely open to more ideas from you about how to balance this, but be prepared for a reasonably strenuous vetting process for this to make sure it both works for you and is fair for everyone else.
Moving on to the darkness magic. As canon magic, these are all approved of course, with the following stipulations. - Dark Deflect can only affect pure magic spells, not things with physical components - Dark Enveloping Claw can either be cast as a Trap (as I'll explain later to everyone) or as a two-post spell, giving the receiving party time to react to it being cast - Dark Grab has the same secondary requirement, in that it allows the target to react to being attacked and potentially dodge or whatever - Same with Darkness Breath
I say these only because the pages you referenced have them landing immediately as auto-immobilize attacks, which are inappropriate for a combat RP with potential inter-player combat.
I hope I haven't been too harsh! Please let me know what you think of the changes and we can work on getting it all approved. Outside of the spell, your CS looks fantastic, so once the spells are done you'll be approved.
*Snipped Question*
2: Would this work?
The character I'm planning would be a "leader" type character. If you've played Dungeons and Dragons, think of the Warlord. Here's her image.
The main thing I'd be thinking would be something along the lines of "shouts of power" or something akin to that. Like in the original Dawn of War where, if you upgrade a squad with a sergeant and use his "Rally Squad" ability, he can shout several things like "You will stand your ground!" and "Rally Squad!" among other things. See here. and here for examples.
I don't really know if this kind of magic would work in the Fairy Tale world. I was going to have the "shouts of power" be caster magic, though disguised as holder magic, specifically the gemstone in the pommel of her sword. The other thing would be a sort of "Repair" magic, which would keep her equipment in good shape and allow her to heal faster.
Would that work? The Wiki and watching a few episodes doesn't really bring a lot of clarity to what you can and cannot do.
Alright, so, my thoughts on how to make the voice thing work are as follows: You can either make it a major or a minor part of your character's magic. If you're planning on going down the route of the combat specialist ex-equip character, you'll want to make it a minor part that gets used as the need arises. If you'd rather go down a path where it's the focus, you'll need to have more of a think about the scope of what you want it to do.
If you wanted it as a minor magic, you could do something like a rallying cry that transfers some of your magical power out to your allies to help them get back in the fight, or a powerful scream (like a Banshee) to demoralize and/or terrify those who hear it. Sound magic can do a lot more, you just have to be inventive about how you implement it. Your example of Squad Rally doesn't really hold up as in IC terms that's literally just the Sergeant being in command of his squad and making sure they stay in line, but you could have magic that makes people naturally trust you, or just feel braver when you're around. If you want to have a longer conversation about you'd like to make it work, feel free to send me a PM and we can have a chat about what you'd like to make!
Definitely will be a thing if we ever get there, yes!
@pkken I took a look at Curses, and according to the description, yes. It's the yin to regular magic's yang. Magic is stemmed from will and emotions, but Curse harnesses the dark wills and emotions instead.
The fact that they both stem from emotions is why you can still use your magic on it. Since the other source of power is not the same, it's partially incompatible. For balance sake, and simply as a footnote to how canonical magics have interacted with Curse magic in the setting, see my ruling of it being 20% effective. Your tier four armor form is still largely immune to regular curse magic though.
I think I've now addressed everything from the last couple of days that require my attention. If you feel I've missed something, please do let me know so I can stay on top of it. Outside of that, keep up the discussions about team dynamics and your work on relationships and we should hopefully be good to get into it by the weekend, when I will post up a set of guidelines about what the schedule will be, and certain mechanics that we'll be using to keep the story flowing naturally and fairly for everyone.
I'm adressing the comments individually because I just woke up and would probably mess things up otherwise it looks better like this.
<Snipped quote by Spanner>
Alright, suggestions and changes. My biggest overall change for the Illusion magic would be to make it incomplete somehow so that even those who have been affected by it still have some way of fighting back against it, rather than the fight just straight up being over once it affects them. And no, the option of fighting with your eyes shut at all times is not an acceptable drawback, that's arguably even more debilitating.
My suggestion for a magic-wide drawback is that the illusions don't work in the very corner of people's visions (like the SEP field from Hitchhiker's Guide to the Galaxy). Since most people won't know your magic is illusions, they won't know to look for it, but in a protracted fight it's possible for people to figure it out, particularly in your bigger and more grandiose illusions.
For an overall weakness, It's pretty hard to limit illusions like that since they have fairly different objectives and things like a general weakness hardly work. The closing eyes option was mentioned multiple times mostly because it is pretty much the simplest method, since all of his illusions are pretty much visual, but I can as well add the corner of eye weakness for the hiding aspect of wonderland and Chesire's Reality as a whole, since both specialize in making things unnoticeable, but for the ones based in projecting illusions I'd rather apply other weaknesses if necessary.
As for the individual skills, Jabberwocky is fine as long as you have to have physical contact to activate it on a person. Simply being able to point at someone and fully change their emotions to the point that they would cut down their allies is hella broken. In something that will be repeated later, I'd also suggest that if you lose line of sight to the individual in question, the effect ends, or if you move too far away from them it ends. 2 minutes is a hell of a long time with no counters, that's like a page and a half to two pages of text. Obviously I will be lenient with this when you're using it on NPCs.
I'm perfectly fine with having to use physicial contact to start it and have a distance restriction to maintain it active, just ain't sure about what would be the ideal range and would like to know your opinion about it. I can also reduce the duration of the technique if you feel it is necessary.
Wonderland is such a sweet idea, but at present it's also hilariously broken. As written, your wonderland could literally just put them in a .5m x .5m box so that they can't move, turn, or fight, and then you could just walk up to them and slit their throats. This needs to be changed to make it balanced either by making Seto and all his allies follow the rules of the Wonderland, making the wonderland only exist in a small diameter cone made up of Seto's field of vision (like 5m max), making illusory objects that are touched disappear (can still be played around by leaving objects in so that when they start walking through walls to make them disappear, they walk into actual walls/holes/trees/spikes because they don't believe they're real), or making it another targeted spell like Jabberwocky. I'm definitely open to more ideas from you about how to balance this, but be prepared for a reasonably strenuous vetting process for this to make sure it both works for you and is fair for everyone else.
I actually planned to make Wonderland's rules valid for everyone inside it's effective area, Seto included, from the very start. Would be awfully broken otherwise. Also, I'd like to mention that while the environment created is "solid" it also respects the affected person's mentality, making it so as long as they believe they can break something they'll be able to do so (e.g. as long as you can break a wall normally, you'll probably be able to break a tables in wonderland since you're certain that you're capable of breaking tables.). I originally planned to make it something fun to implement in conjunction to Seto's talking to make crazy scenes, like someone lifting a chair and he suddenly mentioning that its weight actually increases when out of the ground, making the person unconsciously believe that it is suddenly heavier, or watch some physically weak character trying to break a seemingly solid wall just to suddenly say it is made of jelly, instantly making them able to break through it. Kind of marvelously fits the character's theme and is undoubtedly pretty wonderland-ish, though it may be fairly troublesome to implement on pvp.
Is that fine for you or you'd preffer if I made it simpler to avoid confusion?
Moving on to the darkness magic. As canon magic, these are all approved of course, with the following stipulations. - Dark Deflect can only affect pure magic spells, not things with physical components - Dark Enveloping Claw can either be cast as a Trap (as I'll explain later to everyone) or as a two-post spell, giving the receiving party time to react to it being cast - Dark Grab has the same secondary requirement, in that it allows the target to react to being attacked and potentially dodge or whatever - Same with Darkness Breath
I say these only because the pages you referenced have them landing immediately as auto-immobilize attacks, which are inappropriate for a combat RP with potential inter-player combat.
I'm fine with all of this. No secondary comments here.
I hope I haven't been too harsh! Please let me know what you think of the changes and we can work on getting it all approved. Outside of the spell, your CS looks fantastic, so once the spells are done you'll be approved.
Not harsh at all. All of your worries were fairly justified and important for balancing after all, couldn't possibly be annoyed by that.
P.s. thank for the compliment~ I was actually fairly worried about quality since it is pretty much an adaptation of an old character and I kind of had some difficulty in rewriting stuff.
I'm adressing the comments individually because I just woke up and would probably mess things up otherwise it looks better like this.
<Snipped quote by Lord Sawsaw2>
For an overall weakness, It's pretty hard to limit illusions like that since they have fairly different objectives and things like a general weakness hardly work. The closing eyes option was mentioned multiple times mostly because it is pretty much the simplest method, since all of his illusions are pretty much visual, but I can as well add the corner of eye weakness for the hiding aspect of wonderland and Chesire's Reality as a whole, since both specialize in making things unnoticeable, but for the ones based in projecting illusions I'd rather apply other weaknesses if necessary.
<Snipped quote by Lord Sawsaw2>
I'm perfectly fine with having to use physicial contact to start it and have a distance restriction to maintain it active, just ain't sure about what would be the ideal range and would like to know your opinion about it. I can also reduce the duration of the technique if you feel it is necessary.
<Snipped quote by Lord Sawsaw2>
I actually planned to make Wonderland's rules valid for everyone inside it's effective area, Seto included, from the very start. Would be awfully broken otherwise. Also, I'd like to mention that while the environment created is "solid" it also respects the affected person's mentality, making it so as long as they believe they can break something they'll be able to do so (e.g. as long as you can break a wall normally, you'll probably be able to break a tables in wonderland since you're certain that you're capable of breaking tables.). I originally planned to make it something fun to implement in conjunction to Seto's talking to make crazy scenes, like someone lifting a chair and he suddenly mentioning that its weight actually increases when out of the ground, making the person unconsciously believe that it is suddenly heavier, or watch some physically weak character trying to break a seemingly solid wall just to suddenly say it is made of jelly, instantly making them able to break through it. Kind of marvelously fits the character's theme and is undoubtedly pretty wonderland-ish, though it may be fairly troublesome to implement on pvp.
Is that fine for you or you'd preffer if I made it simpler to avoid confusion?
<Snipped quote by Lord Sawsaw2>
I'm fine with all of this. No secondary comments here.
<Snipped quote by Lord Sawsaw2>
Not harsh at all. All of your worries were fairly justified and important for balancing after all, couldn't possibly be annoyed by that.
P.s. thank for the compliment~ I was actually fairly worried about quality since it is pretty much an adaptation of an old character and I kind of had some difficulty in rewriting stuff.
I definitely agree with you about how hard it is to balance! Hopefully we'll get something that's good in the end. I'm happy with your suggestion that the corner of the eye thing only affects Wonderland and Cheshire's Reality, the other ones don't really need it, since they're visible and can be interacted with.
I think 50 meters would be fine? That's a reasonably large distance, but it's an area that's searchable by their allies to try and find you to get you to stop the effect or something. And 2 minutes is fine as long as it's channeled (ie. draining your mana slowly and making it harder to cast other spells) while it's affecting a target. If you want it as an on-hit effect, maybe 45s maximum duration and 20m tether range?
If Wonderland affects everyone, it's...fine I guess? Reword it for clarity to make sure that it is clear exactly what it does, and exactly how it works. I imagine once you start making physics-changing alterations to the world at a whim to mess with its inhabitants, they'll quickly determine it's an illusion, but the spell is still able to make them have to obey its geometry (where possible). As long as you're trapped in there too, and can't see things you've chosen to hide in the illusion (making previously placed traps dangerous for your allies, but still usable since you should know roughly where they are) it's fine.
And glad to hear you're onboard with the clarifications for the Darkness magic. With these changes reflected on your CS, you should be good to post up. Do the rewrite and tag me, and I'll formally approve the sheet for you tomorrow/today (it's 2am here, so I guess today)
"Seriously? You're keeping me locked now? Some people just don't know how to appreciate a good joke"
Basic Info
Name:: Seto Nakahara Nickname/Alias:: Mad Hatter (Alias) Gender:: Male Age and date of birth:: 22 - June 12 Guild:: Golem's Hand - Right Hand Rank:: A
Personal Information
Personality:: At first glance, Seto appears to be an extremely carefree individual, being well-known by his inherent disposition towards lazing around and mischievous behaviour, often ignoring his duties and obligations in favour of simply napping around or wasting his time with similarly pointless - and sometimes dangerous - activities, from seemingly harmless ones such as cloud gazing to completely irresponsible - and fairly dangerous - acts such as messing around and drinking with strangers while undercover in a foreign country, completely ignoring the fact that he lacks any permission to be there, or even directly messing with members of rival guilds to pass time, Seto ultimately seems to be motivated by nothing other than his own love for freedom, endless mischievousness, ridiculously strong wanderlust and the amazing ability of attracting trouble to himself in the most unique ways.
That being said, Seto isn't really an unpleasant individual or anything of the genre under normal situations - though he does have quite the talent when it comes to annoying others eith his petty jokes and pranks - he actually has quite the sociable and outgoing side that is specially apparent when he's seem resting in the guild, being friendly to the point of being previously regarded as a flirt by some of his companions - assumption that was quickly countered by how he seems to be easily made flustered by bold women - and seems to easily get along with people, often finding himself happily joking and messing around with a group of strangers that he never talked with before. He is also considerably loyal not only to his guild but specially to those who he truly befriended, going as far as directly defying orders to protect those he considers as precious friends and often being excessively protective when it comes to them, to the point of directly demonstrating aggressive tendencies towards anyone who mistreats his loved ones - quite the scary sight for those accostumied with his normally fun loving persona, as the enraged Seto makes the reason behind the guild having nominated him a S rank canditate pretty clear: Even if he may look fairly harmless, he is still a magic user standing at the very top of the A ranked mages as well as a former dark mage who wouldn't even hesitate before directly getting rid of those who dare to hurt his newfound family if not by his unwillingness to disrespect his father's last wish.
History:: Born not only as the grandson of the head of a dark guild known for their advanced use of poison magic but also as the only one of his direct descendants compatible with the darkness magic his grandfather took pride on, Seto was - from the very start - destined to be a monster. Be it starting his training on magjc as soon as he completed 7 years, being trained into the ways of fighting as soon as he started to walk or studying to learn the knowledge over multiple kinds of deathly skills maatered by his family since as soon as he managed to learn how to read, everything from the very moment he was born directed him towards the sole goal of being the next - and possibly the strongest - head of the guuld: A child raised for the sole purpose of bringing his family back to the annals of history as one of the strongest dark guilds in the whole earthland, thoroughly trampling all the distractions and obstacles in his way to the peak - even if the obstacles in his way were his friends or even other members of the guild who failed to meet the degree of strength that was expected of them. No need to say that being raised in such a ruthless way, Seto quickly became the individual that his grandfather wanted him to be: A being with no sense of empathy or emotions, caring for nothing and no one, a masterfully crafted doll, incorruptible and prepared to do anything that is needed to realize the head's wish.
It wasn't until his fifteenth birthday - the last birthday before he came of age - that Seto truly became human. In the specific occasion, a large celebration was organized by the family head to commemorate his son reaching adulthood as well as an opportunity of letting Seto familiarize himself with the members of guild he'd have to subdue under his command. Unfortunately for the boy's grandfather, this attempt of making him more familiar to his opponents ended up in disaster: Seto's uncle used the opportunity of reuniting branch members provided by the celebration to organize and execute a coup, killing his own father and taking the position of head of the guild for himself - quite the normal occasion for a dark guild as well as the main reason for Seto's downdall, after all his uncle couldn't possibly leave his "beloved nephew" alone, after all he was away too talented to be left alone, specially due to being the executed head's direct disciple, having more than enough potential to usurp the usurper as long as he had the time to get stronger.
Thus the hunt for the young man began, with multiple members of the guild being tasked with his tracking - since he managed to sneak away with the help of his father, who was, from the very start against letting such a young child become a monster like his own father and siblings, merely lacking the power to run away with him until then - and execution. For 2 whole years the duo managed to escape successfully, going all the way to the distant kingdom of Fiore before their assailants managed to catch up with them, forcing Seto's father to desperately fight against the whole group - what he somehow managed to accomplish, killing all of those who reached them at the cost of receiving fatal wounds - and ultimately deciding to send him away, quickly instructing the boy - considerably changes since his time in the dark guild on how to act and ultimatelly using the spatial magic he took pride in as well as all of the magic power that he still had to send the boy to a distant place where he could start a new life: the city of Luna Crescente, paradoxal to the track he originally decided to take and thus far from the eyes of the trackers who followed them until now.
As of now, it has been five years since the blood covered and exhausted Seto fainted in front of the city's entrance and was rescued by a group of Golem's Hand mages that took him in for inquiry - something that he managed to handle by affirming to have lost his memories and joining the guild not only to stay under their watch until he proved his innocence but also to give the first step towards respecting his father's last wish: For him to find a place where he could live a peaceful life full of happiness, far away from the darkness of earthland's underworld - and, for the first time in his life, Seto finally seens to not only have found a place where he can live a carefree life, without having to worry about conspiracies and violent guild conflicts, but also managed to form some bonds within the city, fully achieving his goal of starring a new life as a light mage.
Magic
Illusion Magic Description As of now, Seto mainly uses Illusion Magic when in missions and similar occasions, treating it as his main magic - mostly due to how using Darkness Magic causes some fairly preocupating adverse effects, with his mentality going back to the one he had on his days as a Dark Mage.
Seto mainly uses Illusion Magic in conjunction with his own skills as a close combat fighter, using his illusions as means of deceiving his opponents and diverging their attention from him, creating all the openings he needs to deliever a true attack. With that being said, if pushed far enough Seto can still use his illusions to cause actual damage - or at least making his targets believe that he is causing true damage - being quite the capable mage even without using his "true" magic.
Through the Looking Glass: A basic visual illusion that creates multiple clones of Seto all around the area, each mirroring his movements to confuse the target. This illusion in specific is fairly simplistic in nature, being easily countered by making use of your other senses to detect the original - as the illusions not only lack a smell but also don't produce any sound when moving.
Vorpal Blade: One of Seto's well known spells, this application of Illusion Magic is based around creating a "real" illusion, an illusory construct so perfect that it deceives the enemy's brain into believing that it is real and thus capable of dealing damage. Seto's most well known application of this spell involves creating an ilusory knife equal in appearance to his own knife. The main shortcoming of this technique is, of course, the target's awareness: it can't cause any damage to a target as long as they don't recognize their existence, being virtually useless unless you convince your enemy that it is real.
Chesire's Reality: In a sense the opposite of the Vorpal Blade spell, this technique is based around making an existent thing completely vanish from existence, making the enemy believe that it isn't there. Fundamentally, it has basically the same function as Stealth - though considerably lesser, as it lacks the ability to completely hide the presence of the user, since it can't cover the sound of steps or breathing - though that shortcoming in particular is easily avoided by Seto due to his previous training as an assassin - as well as the smell of the user, that can still be detected by those with enhanced senses. As a secondary weakness, while this spell is overall flawless when it comes to hiding things from enemy view, it still may be seem from the corner of one's eyes and/or through reflective surfaces since it isn't a truly distorting light to hide the object but rather influencing the enemy into believing that it isn't there.
Jabberwocky: One of the simplest yet more effective spells in Seto's arsenal, this technique makes use of touch to trigger a continuous illusion that makes the opponent believe that everyone they see is their most hated enemy - a fairly basic technique that works marvelously when used against teams, since while it isn't that long-standing, being dispelled two minutes after the initial cast unless manually mantained by the user, it is more than enough to wreck havoc in the enemy's formations. As an aditional weakness, besides requiring touch to start this technique will only work while the user is at most 50 meters away from the current target, loosing effect as soon as he leaves this range.
Wonderland: Seto's favorite spell, Wonderland is an advanced application of illusion magic that completely changes the environment around Seto, completely erasing the presence of some objects and adding different furniture, items and even living beings to the remodelated area. On the opposite of Seto's basic illusions, this technique actually seems to make the opponent's mind believe in the different environment, not only preventing it from noticing objects that don't exist in the illusion - even if the target directly touches the target or is damaged by it and slowly bleeding to death. They may still see those from the corner of the view or mirrored surfaces though, since this technique follows the same rules as Chesire's Reality - but actually forbidding the target from disrespecting the boundaries set by the wonderland, making them unable to - as an example - directly pass through a wall created by the illusion, even if they supposedly know that it is illusory. Additionally, wonderland seems to base itd working around the targets belief to alter the characteristics of its constructs, making it so as long aa they believe they can do something they'll be able to do so (e.g. as long as you can break a wall normally, you'll probably be able to break a tables in wonderland since you're certain that you're capable of breaking tables), completely distorting their perception of reality in the process, since Seto can pretty much suggest different seemingly absurd facts about certain constructs and make their mind unconciously believe that it is true - something that, while fairly overpowered in practice, also works as the main weakness of this spell, since it may as well make an overconfident target instantly become invicinble inside the illusion - after all, if they believe they can do something, they will naturally be able to do it - and has little to no effect in highly skeptical targets. Additionally, every rule set by Seto also affects himself - since the user himself isn't excluded from this specific spell - and thus may be used against him before he gets the change to alter it.
As a secondary weakness of this spell, the target is only bound to the illusion after they noticed it, and as such isn't forced to obey the layout of the world if they aren't aware about it (as an example, while you wouldn't be able to pass through an illusory wall after noticing its presence, you'd naturally pass through it if you failed to register its existence or unconsciously retreated towards it), making simple measures such as closing your eyes right as soon as he starts to conjure the technique and maintaining them closed for the rest of the fight a valid measure - though that may be quite the shortcoming on itself, since the ability to fight without relying on view isn't really that common.
Darkness Magic
Description Seto's "true" magic, that he has been trained in from as soon as he first managed to use magic to a few years ago. Seto is not only inhumanly skilled in this highly volatile and supposedly inherently evil form of magic - being deemed as strong enough to actually pose a threat to the hierarchy of the dark guild he was born in as a whole due to his sheer talent - but also extremelt unwilling to make use of it due to the corruptive nature of this form of magic, that, according to Seto, clouds his judgement and makes him incapable of restraining the murderous instincts ingrained into his body by years under the tutelage of a remarkably cruel dark mage. When used by Seto, this magic assumes a crimson, blood-like coloration.
- Dark Deflect can only affect pure magic spells, not things with physical components - Dark Enveloping Claw can either be cast as a Trap (as I'll explain later to everyone) or as a two-post spell, giving the receiving party time to react to it being cast - Dark Grab has the same secondary requirement, in that it allows the target to react to being attacked and potentially dodge or whatever. Same with Darkness Breath
Other
Fighting Skills:: Seto seems to be quite the capable fighter even without using magic, being previously trained on hand-to-hand combat during his stay under the tutelage of his grandfather. Unfortunately for him, though, he doesn't seem to be remarkable at this field when he doesn't intend to kill his opponent, as he has to manually restrain himself to avoid dealing fatal damage when making use of the fighting style he has previously learned - that is remarkably focused on dealing fatal damage, as expected from something used by a dark guild. Naturally, he was also trained to act as an assassin, having quite the ability when it comes to hiding his presence.
Weapons:: Stun Knife - Seto's signature weapon is a long knife with a lightning lacrima inserted on its blade that, when activated, emitts a strong discharge capable of easily making a big target faint - giving Seto a non-lethal method of putting his enemies down. Throwing Daggers - Seto is known to have at least 20 throwing daggers hidden all over his clothes, ranging from true throwing knifes with deadly sharp edges to blunt knifes reserved to non-lethal subjugations.
Miscellaneous Facts: - He's extremely weak against children, to the point where he can't even fight as long as the opponent is or looks like a kid. According to himself, this is mostly due to the fact that he never had the opportunity to be around other children during his childhood and thus doesn't know how to handle them safely. - While he's quite fond of drinking, Seto seems to be quote the lightweight, easily getting drunk after having a couple of drinks. - He seems to be pretty fond of the hat he normally wears, treating it as an important memento. Additionally, It's noticeable that he has the habit of fixing its position in his head whenever he is trully angry but can't openly demonstrate that.
@Lord Sawsaw2 Is something like that fine? May have forgotten to add something since I'm sort of occupied rn.
@Lord Sawsaw2 Mind if I add some more abilities for Damien, more so utility moves to help setup his moves rather than damaging ones? If yes, I'll run them by you before adding them into Cs.
@Spanner I'll have a look at it in my lunch break.
@Lord Sawsaw2 Mind if I add some more abilities for Damien, more so utility moves to help setup his moves rather than damaging ones? If yes, I'll run them by you before adding them into Cs.
That's fine. Post them up for approval and I'll have a look at them when I can.
The stage is all set for the big concert... guess that means only one thing...
"Hot chicks, nice drinks, and a big ol' intimate family that makes me jus' wanna sing; what's not to love?~"
Basic Info
Name:: Cyril Parjure
Nickname/Alias:: The Twine Tittering Troubadour
Gender:: Male
Age and date of birth:: 23; the 14th of February
Guild:: The Harpy's Wing The Guild Mark is emblazoned in silver on his left hands posterior
Rank:: B-Class
Personal Information
Personality:: Exuberant and bubbly are the first things that come to mind when thinking about him since he has as much energy as a child who has eaten a a whole lot of sweets and is constantly on a permanent sugar high. While he does abide by... certain rules, he is extremely free spirited individual in regards to his lifestyle. Unless working or wishing to train himself for a bit, his first thoughts will always be pleasure before business... so yeah, he's essentially a hedonist. Other than being exceedingly jolly, he's also very flirty to most female members of the guild, and just females in general. A skirt chaser at heart, he often engages most ladies in conversations with some quip and a wink before getting down to business. He claims his charm usually worked a lot during his travels, but there has yet to be proof that suffices otherwise; flirting back at him to fluster him... hasn't really worked at all. He seems difficult to fluster, but there are a few things that can push his berserk buttons.
When he does work, well... the first time he went on a mission, most people expected him to goof off and screw up things, sure, that's a given, considering his... eccentricities. But for the most part, he actually does his best to handle missions with professionalism; from time to time, he'll crack out a quip or flirt a bit, sure, but nothing too major. If there's chaos, sure, he'll do his best to regulate it, and keep his eyes on the prize. After all, he prefers not to embarrass himself, or his new family for that matter. This extends to training as well, as he seems to constantly push himself towards improvement. Strangely enough, he considers sitting around from time to time to be training, often claiming that it's to form new ideas that he can put into practice later on with his string.
Cyril is also kind of a contradictory person of sorts as well when it comes to chattering, often switching between being tactless and blunt, to careful and considerate. He does realize these two dualities, and so far actually could care less for people calling him out on it. Sure, if there's a lesson or something to be taken to heart, sure, there is a possibility of him actually learning it... but people from his guild usually have a better time getting it through his thick skull. After all, he's more prone to choosing his guild over anyone else... speaking of his guild.
The Harpy's Wing. The reason he first joined in was due to the most superficial of reasons. It essentially boiled down to "Holy crap, there's a buncha' hot ladies here! How can I not get in on that?!" Sure, he ended up doing missions solo early on since not a whole lot of people wanted anything to do with him, but eventually, he came to (pleasantly) open up to a bunch of other people, and interact with the other guys in the guild. Despite his tendencies, he very much treats the guild like his family, being excessively loyal to a scary degree. He'll fight tooth and nail against anyone who disregards his guild as worth as much as the wings of a clipped harpy. This companionship and closeness to the others is very difficult to shake off, and anyone trying to sway his loyalty will probably end up with their mouths bound up by his magic.
While this is minor, he seems to get a bit... excited when he gets the chance to tie something up for his own fun as opposed to work.
History:: For the most part, Cyril hasn't really revealed much of his past before he started traveling as a wandering minstrel/mage, but from what can be gathered, most of it starts off as this - he was the child of two S ranked mages that were a part of a now defunct guild known as the Silver Foxes and became orphaned after an attack from the Dark Guild known as the Binding Origins who launched a successful attack on the town housing the Silver Foxes. In short, there were little to no survivors
There have been doubts over if his parents really were S-Class mages, or if he really was a survivor of the incident. For the most part, however, his description of the events that happened seem to line up with his story, so it's difficult to refute him being a survivor.
Regardless, what he does note is that he started traveling alone at the age of ten after the destruction of his hometown, vowing to have his revenge on the Dark Guild... which frankly sounds like a pipe dream at most of a child. He survived in the wilderness for a bit, putting what his parents taught him to the test when surviving. He relied on his string traps to often catch animals or recover fruits, sometimes making a makeshift hammock using his magic.
However, he didn't hang out in the wilderness like a wild child, nooooo. He did his best to move around, navigating himself from one town or the other. Cyril also constantly did his best to take up any jobs that were available in town. Sure, it was difficult to find work since he was quite literally a kid; its hard to take someone serious when they aren't even half your size, let alone over half your age. But regardless, he found work where he needed and was successful for the most part...
Well, until he ran into a stint... namely, bringing in some criminals; rogue magi...
When he was eleven, Cyril claimed he would do this in one of the towns, most people believed the child was joking... too bad he wasn't. he bought some food and water, other miscellaneous items, and so on, ready to take them on... except, well...
Cyril got completely curb stomped by those magi after hunting them for a few days. His ass was royally kicked to the curb and was about to be finished off, if not for the intervention of some nomadic magi. They heard about the bounty on the rogue magi, but they didn't expect what looked to be a kid facing off against these dangerous people. The group dispatched the wanted magi and saved Cyril from what was going to be his last breath.
Later on, they collected the bounty and questioned why the kid was trying to bite off more than he could chew, and where his parents were. He spilled the story to them with some difficulty, resulting in them... not believing the kid until doing a little bit of research behind some of his words. They ended up believing what Cyril told them in the end... and decided to invite him along for displaying his bravery against fighting those rogue magi.
Since he honestly had no home to return or go back to, nor did he feel like jumping into some orphanage, Cyril gladly accepted the offer...
... and for the first few weeks of his life with the nomadic magi, he was mainly relegated to benign, menial labor, such as setting up some campgrounds, organization, cooking, all that jazz. They often joked around with the kid, showing bouts and bits of sincerity to him... before they decided to take the kid seriously and truly indoctrinated him into their group after some amounts of hazing...
His time with them was rather exhilarating as he slowly, but surely began to expand his magic under the tutelage of his family. Along with that, they thought it would be a good idea to give a kid a sword, just in case he needed to protect himself in the case that he couldn't use his magic... While he did question the choice of weaponry, they hand-waved it, saying most kids associate swords with badass hero types, and due to his age, it would be a perfect fit for him.
... Cyril didn't argue with them over that fact.
While traveling around, he began to picking up even more skills (other than being instructed on how to use the blade) thanks to the troupe. High Flying Am L. Lea caught his eye with her nimble antics, sparking some fire in his eyes when he stated he wished to learn how to do those flips, twists, and tricks she knew... considering her magic, it was a bit of a pain in the keister, and he sometimes even quit at it... and then came back later to it. Sinful Atra, for shits and giggles decided to see how (badly) Cyril could sing... and was pleasantly surprised that he had some chance of talent that he did instruct him and showed the kid how to utilize his voice.
He did enjoy the performances he had with them, especially when Am launched Atra and him up during their moment to sing to a large audience... heh, it was spectacular.
However, some of the groups more... amorous actions did leave a sizable impression on the boy while he was young, despite the fact that they tried (and failed hard) to shield them from such things. When it was impossible, well... he got another lesson. Regardless, his time with them there, raunchy or otherwise, left him as a hedonistic young man that eventually decided to pride himself on his own personal freedoms.
When he was fifteen years old, he decided to strike it out on his own. While this did worry the other members, they decided to set up an unspecified test to see if he could truly make it out there. This test involved panty snatching in the most suave manner as possible, serenading some townsfolk, managing to pass Vulcan off as a human without it using its take over ability and getting it a whole lot of drinks at a local bar, and so on. While they weren't being serious on the last thing that was mentioned, he actually managed to do this after bribing it with a date with the girl he was panty snatching from (she was cool with both things he was doing, surprisingly enough), and having the townsfolk trust him after his song.
Regardless, it was a heartfelt good bye as the whole group didn't want to seethe kid go... and to be honest, neither did he... but his newfound pride in his freedom was what allowed them to respect that and in the end, let each other go. While they were good with the memories, Am honestly wanted something a little more corporeal to remember the kid by...
So they went to a store, and bought one set of earrings for each other; it was actually shaped like a music note, but looked as provocatively as a leg. One of his final memories was getting is left ear pierced for the first time... and how he howled like hell after feeling its pinch.
Yeah, he definitely would remember that; usually takes it off when on the job, but otherwise is seen with it when at the guild.
Afterwords, he became Minstrel of sorts, wandering from town to town, using his new talents to impress and woo to the best of his abilities... despite him being somewhat cheesy for the most part when it came to his flirting. He also took on jobs when he wasn't performing, not letting his magic abilities settle while he was busy trying to get into another persons pants.
Eventually, his latest ventures took Cyril to Luna Crescente. For the most part, he thought this would be like most towns - hit it, quit it, and possibly come back to it later. However, what he didn't expect was the Harpy's Wing guild to be there. He had no interest in joining a guild, even more so one whose founding principle was to take in people who didn't have a home; sort of like strays.
When looking over the place, it was... shockingly nice and quaint to him. Cyril expected this to be more of a shelter to those lacking homes, but it turns out it had a huge amount of mages that appeared between pure professionalism to those who appeared to be able to handle themselves relatively well.
But most importantly, the biggest thing that drew him to this guild was...
... the number of girls in this place! Oh yeah! While he did expect it to be a shelter at first, the first sight he was greeted by was so many women, to the point that he thought this was an all women guild... until he found a sizable amount of guys who were a part of the foray. Regardless, he didn't know much about how to join up with a guild, and assumed that he had to talk with the guild master or whatever to be officially a part of the guild.
And then he later found out it was a woman that was twice his age... yeah.
backing up a bit, him joining the guild was a messy one with the amount due to the excessive amount of people he flirted with inside the hall. This disturbance of the nest ended up drawing some attention of a few S-Class mages and the guild master... and then Cyril proceeded to hit on the guild master and any female S-Class mages who went after him.
Honestly, most of them wanted his annoying ass out with the guild leader trying to let him down gently and get him to leave. It got him to let out one of these gems that a few of his guildmates still tease him over to this day - "Miss, the age just makes it even better," he spoke up in a highly confident and energetic manner, winking lasciviously at the much older lady as he twirled his hands around and snapped, pointing finger guns at her.
After a while, he did end up joining up with the guild, much to the chagrin of some of the members. Most expected him to realize that most of them wanted nothing to do with the skirt chaser and thought he would move on somewhere.
Most of them now would be surprised now five years down the line if he actually left the guild... or stopped hitting on other guildmates, for that matter...
Magic
Magic Name:: String Magic
Description:: String/Thread Magic; since there isn't enough info on it, I'll be expanding on it.
String magic, in a nutshell, is a caster type magic that allows him to manipulate threads on a whim to ensnare, entangle, and essentially just "trap" opponents. However, there is much more to his magic than just simple tricks of tangling opponents, though, for the most part, almost all of his abilities will allow him to tie something up. The power is diverse as he can go as far as to "turn" himself into string, albeit starting at his limbs, create replica's of him that walk and act like him (though talking is probably not plausible, at least, not yet), reinforce his clothes with string for a lightweight armor source, and so on. As a result, this allows for a high amount of versatility, allowing him to be put where needed when on the job.
Known Spells::
Lashing Strand: A basic spell that allows the user to create a thin whip from their fingers, allowing him to strike from certain ranges; the string is easily adjustable, but the longer the reach is, the longer it will take for him to strike someone; usually causes light bleeding, but can be manipulated for other uses, namely in his favorite way - tying things up. This ranges from mobility to dragging someone towards him. He also has the ability to create more strands from the rest of his fingers.
Venus Bow Trap: A basic spell that allows the user to plant a sort of mine in the shape of a bow; can come in different colors, ranging from harpy blue to golem green. These bows are simple and can easily be made in bulk, taking a minute or two to create; unlike yarn grenades, these don't expire if not used within a certain time limit. When someone steps within a foot of the bow that isn't the user, it will automatically lash out and swiftly wrap around the victims limb. While it is made of string, it is surprisingly difficult to break out of, even with conventional weaponry. The longest someone can stay trapped is five minutes, tops before the bow releases them... if no one attacks it, at least. Currently working to make a trap that can differentiate between guild members; can't be thrown and must be on a surface to properly activate.
Yarn Grenade: A basic spell that's similar to the Venus Bow Trap in many ways; these ways range from being able to be made in bulk, but at a superior pace (i.e. ten to twenty seconds to create one, tops). The difference, however, is that these yarn grenades are extremely sensitive. The moment it makes contact with anything, besides the user, it will "explode," entangling the opponent or their when in a sea of string. If it hits a tree, that tree and others beside it might end up being tied up. It is possible to get Cyril tangled up in his own string, albeit to a small degree (i.e. only his hand will be tied up for a few seconds) if someone blows up the yarn before he tosses it.
Clothing Creation: Basically what it says on the tin. While it will take some time to properly make some decent looking clothes, the user can create different types of clothes to wear on the go. To make a shirt and pants will in total probably last up between fifteen and twenty minutes, but it's still something. This might have other uses... like exploding into string and tying up an opponent, or not being used to create clothes.
Stringy Armaments: A simple spell that can fall under clothing creation to a degree; the user can cast either on allies or himself. The user weaves the string together, creating a thick padding that can be used to soften blows against enemy attacks. Along with that, it also has the "unique" ability to insulate peoples clothing.
Threads of Fate: A spell that allows for two way communication between only him and another person; attempting to do this with more than one person usually causes the user to gain major headaches and have difficulty casting their magic. Regardless, the way the user does this is by creating two pieces of string, and then tying it to his finger and the other persons finger. To end the spell, either party will have to just simply remove the string finger from their hand. As a result, both pieces of string will dissolve. While these pieces of string can be dyed, he usually doesn't dye them for guys; for girls, he usually sticks to the color red for both of them... god knows why.
Intertwined Mimic: This is... probably one of his spells that takes longer to cast due to the fact that he's making a full, life sized version of himself; that's six and more feet of this lean, mean, handsome machine he has to make. However, the speeds that he can make a carbon copy of himself... vary. And by vary, I mean he can either take thirty minutes to make a perfect replica of himself, with the only drawback being how long it takes to form a mimicry of himself... or he can forcibly make one right off the bat, significantly weakening him a couple of minutes, causing dizziness, difficulty to focus and cast spells, and all that jazz for five minutes.
Along with that, if he creates a version of himself the normal, slow way, he can automatically begin creating another. However, if he does it the short and quick way he... will have to wait thirty minutes before actually making another copy.
While this copy can walk and act like him, Cyril has been unable to make it communicate like him. Strangely enough, despite not being able to speak, Cyril has figured out how to have it cast spells, which is kind of peculiar. The spells, however, are limited to Lashing Strand, Venus Bow Trap, and Yarn Grenade. Along with that, they are much less durable than him, and have the unique property of exploding on death if Cyril wills it.
When exploding, the copy snares everything around it within five meters of themselves, disabling movement and such until the victim manages to wriggle or cut their way out; essentially a larger, aoe version of Venus Bow Trap and Yarn Grenade. However, if it does cast any of these spells, its durability will begin to decrease; once its durability is at its minimum, the next spell it casts will have it automatically act as a suicide bomb. Along with that, the more damage it takes, the less area it can cover and ensnare in yarn, decreasing to a minimum of one meter.
Fibers of Life: Starting at his fingers or toes, Cyril can slowly begin to turn "unravel" himself, turning his body into string. While this does take some time to turn himself into string, like give or take five minutes, it usually takes him a few seconds to reform into his full self, taking about ten to fifteen seconds. Uniquely, if he doesn't completely unravel himself, he can utilize the parts of the string to "see" other areas.
For an example, lets say there's a wall with a small hole on the ground. He has no idea whats on the other side of the wall, nor can he peek through. So, he turns part of his body into string and feels around the area. In a nutshell, he can only see what he touches with his stringy hands.
Along with that, if he himself gets cut up in string form, it really isn't that big of a deal. He'll reform and end up having a cut on him. If you slice up his string for multiple times, well, lets just say he'll be bleed a lot; death by a thousand cuts for comparison.
High Fibril Physique: Wrapping a certain part of his body in string, the user makes a perfectly replica of his limb... except bigger. While this doesn't seem to have changed much other than making that portion of his body bigger, it actually strengthens that part of his body, whether it comes to running, punching something, or handling blows. He can also detonate this power once again, not only entangling anyone unfortunate to get within his range, but partially entangling the part of the body Cyril has wrapped his string around.
Silk and Serenity: Absorb any type of fiber out there, including your own clothes to restore any magical energy lost in the process. He can only absorb non-magical fibers when doing this, strangely enough. Absorbing clothes or string created by (including ones made by his own hand) will not actually restore his magical energy. He can only absorb animal fibers and specific plant fibers (bast fibers). Another drawback is the limit he has, being able to only absorb up to a quarter of a cubic meter of fabric before being overwhelmingly bloated (in the magic sense) that he cannot absorb any further for some time.
Unless in a dire situation, he refuses to absorb his own clothes, finding them to be exquisitely fabulous.~
Other
Extra Skills + Misc. Info:: Due to his time traveling with the nomadic magi, Cyril has garnered different types of knowledge, ranging from actually knowing how to cook for himself to being organized. Other than those simple and menial tasks, he was further educated on utilizing his magic and swordsmanship that was originally taught to him by his parents. Further more, he gained new skills during his time there: acrobatics and singing; slowly, but surely, he continued to improve on them after he left the group and went his own way. Enjoys showing off his flips and dives from time to time, and claims he can make his voice go for soprano to alto; flat to sharp, you name it!
His height is currently at six feet and three inches; he prefers to keep his weight an enigma wrapped within a mystery... because hey, if the girls can do it, so can he!... what's so funny?
Relatives:: Papa Parjure - Parent - Proclaimed as Deceased
Mama Parjure - Parent - Proclaimed as Deceased
Possessions:: "The Dancer's Blade:" Affectionately called "Olivia" by him, this is a rather well crafted basket-hilted sword; it has a beautiful steel sheen to it, and looks to have been carefully maintained by Cyril. Contrasting the pure white of the steel is the darkened hilt and handle of the sword. What's most interesting about the design is the hand guard, as it looks like... well... two black hands reaching out to each other. Has been carrying it around with him ever since he left his village and claims he kept it as a keepsake, as well as a thing to defend himself with in case he couldn't rely on magic.
@Savo Those changes are fine. You seem to have accidentally missed a couple of words in your spell descriptions, but I know what you mean so consider your character confirmed. You're welcome to post up in the Characters tab whenever.
@Lord Sawsaw2 gotcha, but if you wouldn't mind, mind pointing out where I made these mistakes? I want to try and correct them as soon as possible.
In Personality: "...certain rules, he is an extremely free..."
In History: "...had a huge amount of mages that appeared between pure professionalism to those who appeared to be able to handle themselves relatively well."
In Spells: Yarn Grenade "...entangling the opponent or their ?when? in a sea of string. Intertwined Mimic "...significantly weakening him for a couple of minutes..." Silk and Serenity "...Absorbing clothes or string created by ??? (including ones..."
@Spanner Those changes are fine. You're approved to post up in the Characters tab.
Edit: Also, @Savo, your relationships are looking good so far. The ones for Arianna and Illedrith are perfectly fine.
Just to give everyone a heads up, I've got my bio sent in a PM to Saw. I've been given permission to post it now, but I'm going to wait for Saw to give me full feedback and suggestions to post the whole thing. There's probably a bit that needs to be fixed and improved so I'd want everyone to have their reactions to the final product rather than the half "finished" beta.
T2/Thorns - The user is capable of equpping their trees with throns that rip the foes skin, increasing the damage on attacks upon contact. The thorns are also capable of getting stuck in the foes skin causing immense pain.
T2/ Resin Trap - Damien sends surges of magic energy through the trees making them gush out sticky resin to trap or slow his foes. If the resin seep around ones foot it can slow the foe down considerably causing them to use more energy to move or trap them if they stand in it for too long. It takes some time to setup as it will have to be done over the course of a battle or prior too. The wielders magic as well as fire and ice can disable the sticky resins characteristics.
T2/Bark Barrier - By infusing his magic with the trees he can make an efficient wall of tightly woven trees capable of shielding himself from magic other than fire and ice.
T2/Magic moss - The user can control the moss taking control of its soft features. The user can manipulate moss forming it into a large ball to block physical attacks or break falls.
(Change)T3/Float -> Levitate - The user can levitate theirself and objects they make physical contact with causing them to float and move under his control. The more he objects causes to float the faster it drains his magic. The user is not capable of making other people fly and can only make objects fly within a 30 yard radius of theirself. He can also manipulate an objects trajectory without the need for direct contact, the downside of this is if he if he manipulates more than two objects (Including himself) their fly speeds begin to slow down and his magic burnout rate begins to triple. The burnout rate rises higher and higher the more objects he controls.
T3/Fruit Scatter - The user condenses fruits into small 'fireworks' in his hands before throwing the condest fruit in a wide sweep which explodes upon user detonation. The opponents can partially tell where the attack is coming from by the sparkling characteristics of the condensed fruit.
Spear proficiency: Damien demonstrates a natural aptitude in the way of the spears, he mostly uses this ability to keep his enemies at bay and maintaing a superior position in combat. This gives him the upper hand against those who wield smaller weapons and need to get in close. Spears were a common weapon to use back in his village, all the males would train in order to use them beginning at a young age.