Hidden 5 yrs ago Post by FujiwaraPhoenix
Raw
GM
Avatar of FujiwaraPhoenix

FujiwaraPhoenix Archer Inferno

Member Seen 6 hrs ago

  • Name: Byron Cauna, the Jaguar of Keltyr
  • Appearance: "Leave it to me."
  • Age: 22
  • Race: Beastfolk (Cat)
  • Abilities: Byron is first and foremost a combat mage; by weaving in various spells into his already unorthodox style of combat, he is able to trap opponents and force them to move in ways that work best for him. While he has no particular magical specialty (as the fundamentals were taught to everyone who could learn in the first place), his tendencies towards self-enhancement and environmental manipulation have garnered him a reputation as a combatant who excels in skirmishes and trickery.

    Like many beastfolk, though, Byron possesses the ability to transform into an animal; in his case, he becomes a giant cat with high agility, which in turn allows him to execute enemies with impunity. While he cannot perform any of his usual tricks in this form, his physical capabilities and senses far surpass those of his usual human form, even when enhanced; in other words, it is a method to brute force the opposition into submission when all else fails.
  • Skills: When it comes to skills necessary for daily life in a small village, like cooking, cleaning, or hunting, Byron has enough experience to not be wholly incompetent at the job. His specialty in guerilla tactics, on the other hand, has given him the experience needed to learn how to best disrupt his opponents, be they human, monster, or whatever else stands in his way. Covering his tracks, creating traps, moving unnoticed through enemy territory... All of it is within the realm of possibility for him.
  • Personality: Byron, in short, is a problem solver, and an efficient one at that; not that it matters much when much of that work is done out of the public eye. Though he casts himself as a reliable ally to those that he trusts, the fact that much of his work is less evident makes him seem like no more than a friendly face in that regard, as he almost never becomes involved in larger conflicts unless his hand is forced. His proactivity outside of combat leads to him being the cause of more than one unorthodox "incident", though, which leads to its own set of problems. To that end, though, he is an opportunist, and when he cannot find openings, he makes his own instead.

    That being said, Byron's love for the odd and unexpected (in both military tactics and daily life) have led to him becoming a person who prefers to go with the flow if he can help it. While taking the reins in a situation is equally as fun, always keeping control becomes stale and boring; likewise, solving problems that have no right to be solved gives him a sense of satisfaction (and, in the case of combat, a rattled and angered enemy is far easy to manipulate than one with a cool head).
  • History: Born in a small village in Keltyr, a nation in western Unira, Byron spent the first decade of his life with his parents and, later, two younger siblings. Two years before war had broken out, the nation that had dominion over his village sent out the usual examiners for magical prowess, and it was found that the young beastfolk had potential beyond that of the average mage. With his family's encouragement, the young Byron, at age ten, left for the capital to enter school.

    Two years later, however, war had broken out on the northern tip of the continent; as he was too young to be considered an 'adult', Byron paid the issue no mind. As the years passed and the news of a steadily encroaching army became apparent, though, the young man found a nagging fear in the back of his mind: that the army's approach would not stop until the continent was theirs.

    Spurred on by the fear of being unable to help his family when he was done with his studies, the young student's fears were eventually realized when the Volstanians arrived at the borders of the nation, demanding immediate capitulation or absolute destruction. By now, those who were fleeing had already left for the southern Unira, his family included; those who remained, himself included, were drafted into the Keltyran military regardless of background or origin.

    The young Byron made a name for himself over the next few years, distinguishing himself in combat and actively stalling the progress of Volstanian efforts on the western front to the point where he could be called a genius in the field (though, obviously, by no small effort of him with those who he worked with). That being said, though, he was by no means experienced, and though his own abilities were enough to place him in decisive battles, there was no way to hold out forever. Sooner or later, something had to give, and with battered and war-torn troops unable to fully hold the line, Keltyr, too, fell to the invaders.

    That loss, though disheartening, was not enough to shake Byron, and his feats leading to the penultimate battle of the Alliance a few years later were enough to have him chosen as someone to survive beyond their fall. And so, with a heartfelt farewell from his family, the beastfolk was chosen a 'hero' and sealed away, in hopes that his eventual return would bring with it the revenge that the Alliance's leaders so desired.
  • Other: N/A
Hidden 5 yrs ago 5 yrs ago Post by VitaVitaAR
Raw
Avatar of VitaVitaAR

VitaVitaAR King of Knights

Member Seen 1 hr ago

  • Name: Sylphie Sorvost, commonly known as Death Angel Sylphie, Slaughter Princess Sylphie, Bloody Avenger Sylphie, and perhaps more flatteringly Princess of Victory Sylphie
  • Appearance: Sylphie is pale, with black hair. She has one gold eye as a symbol of her divinity, the other being red. Physically, she is a petite child of no more than nine or ten.
  • Age: 320
  • Race: Demigod(Human)
  • Abilities: As a demigod, Sylphie is immortal. While she can be killed by violence, she does not age, and her body is capable of recovering from grievous injury. Even lost limbs and organs can be regenerated, though severing all her limbs will incapacitate her and it is far easier for her to heal if they are simply reattached. She is immune to disease and poisons do not affect her(though she can still get drunk, and sometimes does in spite of her appearance). The most surefire way to kill her is completely destroying her head, as even decapitation is not necessarily a guarantee. Additionally, she is far stronger and faster than her appearance would suggest, easily overpowering far larger individuals with considerable ease. Key to her fighting style is Sylphie's ability to manifest a huge sword, longer than she is tall. It is considered the symbol of Aphei's Left Seat, the Avenging Blade that Slaughters the Wicked. It will never bend or break or lose its edge, and can freely be summoned and dispelled by Sylphie at will. It possesses the capacity to harm things with no physical form, cutting through spirits just as easily as it can cut through flesh, and is a divine weapon that burns demonic entities on contact. Sylphie can also freely call this weapon to her side if it is ever separated from her. She is also capable of sensing evil, detecting it just as easily as most people could smell a freshly-prepared meal. Sylphie can also perform magic, chiefly anti-evil wards(as well as protective wards in general) and offensive curses projected from the edge of her blade in the form of tightly-wound balls of mana. In that way, her sword also functions as a catalyst for spells. Sylphie can also serve as a guide to the afterlife for Aphei's faithful, though it is not her chief function. She is also revitalized and strengthened by shows of faith towards Aphei.
  • Skills: Sylphie possesses a surprisingly wide and in-depth knowledge of medicinal herbs and their use, though she rarely puts it into practice now as she feels there are others more suited to the job then herself. Beyond some very basic skills, Sylphie became a demigod at a young enough age so that she lacks many practical skills.
  • Personality: Sylphie's personality can be described as somewhat arrogant. She believes quite firmly that there are an extreme few who can best her in combat, and she has the utmost confidence in her capability in battle. She is also relatively polite and talkative however, though she does enjoy teasing others and playfully mocking them whenever given the opportunity(she frequently feels she is given the opportunity). Fittingly due to her position as a Demigod under Aphei, Goddess of Righteous Victory, Sylphie also possesses a strong sense of justice. She does not tolerate threats to the innocent and will prioritize their protection(indeed, victory is not righteous if it allows for the deaths and sacrifice of innocent people). That being said, on the opposite end of Sylphie's strong sense of justice is her utterly remorseless killing of those deemed wicked. Those who commit evil acts or beings that possess an evil nature receive no mercy. Genuine repentence and remorse may stay her hand, but Sylphie serves a deity whose sphere also encompasses the Slaughter of the Wicked as well. Sylphie does indeed love combat, victorious combat where those who do evil deeds are cut down over and over again. The scent of the blood of the wicked almost seems to drive her into a frenzy, and the more the enemy perishes, the more she kills them, the closer she comes to victory, the more excited she becomes. Indeed, she enters a state that can only be described as ecstasy as she claims victory and slaughters those who do evil. This is both due to her nature as a demigod of Aphei and her own personality prior to her ascension.
  • History: Over three hundred years ago, Sylphie was a girl living in a small village with her younger sister and their parents. In training to become a healer, she learned much about medicinal herbs from her father, and soon became adept at recognizing which had the most potent effects. As she grew older, she developed a wide knowledge of such herbs, and was well on her way to becoming the town's foremost healer when she entered adulthood. But when she was still a child, her hometown came under attack by a raiding force that crushed the local guard, murdered Sylphie's parents, and took her, her sister, and many other children to be broken into slaves. It was a long time before she was able to do more then cry, but eventually she began to plot to take revenge on the raiders and free her sister and the other children. Convincing the raiders that she had already broken down, she became their favorite serving girl, allowing her to eventually access their mead. Using her knowledge of herbal medicine, she drugged the entire camp...

    And, one by one, killed them all with their own weapons. Methodically, without sparing a single life, she butchered each and every one of them in their sleep. She was covered in blood when she freed the other slaves, and after reaching the nearest town she decided to continue as she had been. To take revenge not only for her parents, but for the sake of all those who the raiders had hurt, to free those they had taken as slaves. She found two more camps after this, and repeated the same process. Drugging the invaders through their alcohol, killing them in their sleep, and freeing their prisoners. It was on the fourth time, however, that she was caught, and captured. Threatened with a fate far worse then death, Sylphie was unable to escape. All she could do was repeat a short prayer to Aphei, the Goddess of Righteous Victory and the Slaughter of the Wicked, that she had heard from her father once before.

    "May justice be done upon them, so that they might never harm another innocent soul."

    But then, she heard a voice in the back of her mind. Aphei had responded. She had been watching Sylphie, as she killed the raiders who were murdering and enslaving their way through the land.

    She offered Sylphie the chance to become a demigod. One of her Pillars. Sylphie accepted, and her body was flooded with divine power.

    Moments later, the entire camp of raiders had been destroyed, every single one laying dead and their prisoners freed. But she didn't stop there. Sylphie slaughtered the entire invasion force, killing her way through their armies until they were all either dead or fled. From that point onwards, Sylphie became a figure that punished the wicked for the sake of the innocent. Even during the more recent conflict with the Volstanian Empire, she served this purpose and was one of the heroes selected to be sealed and reawakened later...
  • Other: As a demigod, Sylphie is one of the Four Pillars of Aphei. As is customary for the gods in general, mortals are selected to serve as representatives, ascended to a state of demigodhood. In Aphei's case, these are her four Pillars. Sylphie is the Left Seat, also known as the Pillar of the East, reflecting Aphei's aspect as an avenger most strongly. The whereabouts of the other three Pillars are currently unknown...
Hidden 5 yrs ago Post by Rune_Alchemist
Raw
Avatar of Rune_Alchemist

Rune_Alchemist Absolute Depravity

Member Seen 0-24 hrs ago

Hidden 5 yrs ago Post by Crimson Paladin
Raw
Avatar of Crimson Paladin

Crimson Paladin "Progressive" Techpriest

Member Seen 4 days ago

Hidden 5 yrs ago Post by Lugubrious
Raw
Avatar of Lugubrious

Lugubrious Player on the other side

Member Seen 5 hrs ago

Hidden 5 yrs ago Post by Raineh Daze
Raw
Avatar of Raineh Daze

Raineh Daze

Member Seen 6 hrs ago

Name: The Great Sage of the Elements, Living Magic Circle, Origin of the Arcane Fist, Efander Amdel. Of course, she looks more like an Effie than an Efander...

Appearance: "Ugh... I didn't look like this before stasis..." Although the eye colour would normally suggest some association with the divine, Efander is more or less a normal human for the most part.

Age: 313, regardless of looking 9.

Race: Human

Abilities: The reason for Efander's many titles are quite simple and come down to a single crippling flaw: they still are, and always have been, laughably and dangerously incompetent at the acts of casting a spell or creating a magical circle, with even the simplest of illusions literally exploding in their face when it looks like something might be about to succeed. On almost anyone else such a hazardous limitation would have meant a lifetime well away from magic and its intricacies. Except... their internal capacity for magic screams something inhuman, and their talent for drawing in external magic--normally nothing that would pass through a person except as an "ignition" step--is uncanny.
Naturally, they tried to work out how to most practically put all this capacity and the ability to draw in more to use. It took a lot of trial and error, and Efander was an old man before it was truly completed, but it became an entirely new (albeit often impractical) approach to unarmed combat. The basics are simply the controlled release of mana as a "push", either to strike faster or more often to simply make a light tap strike like a thunderous blow. Sufficient practice allows for a reflexive release as a form of negating blows, or adding elemental effects rather than sheer force.
The true peak of this style is Efander's "living magic circle"; through sufficient awareness of one's own mana and its flows, harmonise the internal and external sources, and become a living magical circle... fight as long as needed without running dry; expel more with each blow, harden and heal the body. True unconscious mastery and constant renewal is a source of constant good health and longevity, keeping your body exactly as it was and in its peak.
Of course, constantly absorbing ambient mana may have its downsides, especially when in stasis and in close proximity to some highly unusual individuals... aside from the obvious, this strange absorption has given Efander a minor level of superhuman strength. That is, all the physical strength of your average, reasonably-strong labourer. It's still supernatural in this state.
Finally, if bad luck can be considered to be an ability, Efander has it in spades. A natural-born mage that can't cast a single spell; the founder of a style and wanderer who can never keep a house for more than a few days; the traveller who always gets caught in a landslide. Time and time again, if something could go wrong, it has gone wrong.

Skills: Obviously, developing a method of magical unarmed combat would be completely useless if you didn't, in fact, have any unarmed skills--and Efander is nothing if not good at their own style. Naturally, it's focused entirely on precise touches and graceful movements rather than, well... actually doing any damage. If the magical attacks don't do anything, maybe magical bursts into pressure points will. And, of course, as a lifelong traveller, such useful skills as cooking, camping, and making and repairing clothes became quite useful. That last one even more than expected.

Personality: Calm, serene, adept at taking things in stride... because after multiple lifetimes of everything going wrong at every opportunity, you have to take it in stride or go completely insane. With the benefit that as an old sage with a calm demeanour, you can equally dispense wisdom as you see fit or just offer snarky commentary on everything. Not that Efander was your regular old master--sitting waiting for people to come for tutelage, or just staying put in general, isn't in their blood; they've always been an unashamed meddler. Need someone to help with some construction work? Combat master or not, they'll help. A child lost out of the village? Efander will go look. Bandits in the area? Go and give them a talking to, then break out the violence. If bad luck is half the reason Efander could never earn enough money to settle down, refusing rewards or giving them to people who needed it is the other half.
Their attitude is that fighting is a last resort... as exciting as it is, jumping straight to killing people isn't the best solution to problems. Even if they may have earned it, you might want to know what the living person knows. Not that getting to show off the rewards of a lifetime of practice isn't fun, but fighting for real is a serious matter.

History: Originally, Efander was definitely male, a young man struggling to find his place in the world--living in the big city, applying himself to trying to learn any magical art whatsoever. Everything indicated that he had the ability, so why could he not learn a simple skill? He was forced to cut his studies short after one attempt at making a light started a conflagration that burned down the house he was staying in. Nobody else was injured--the main injuries were from his making sure other people got out--but it forced him to re-evaluate.
It was whilst recuperating from his burns that he started to learn some martial arts from soldiers, though was again frustrated that because of the injuries, his strength was simply insufficient to win any bout with the style they were teaching. He couldn't use enhancement spells despite the magic, so what was there to do...? This idea, and some early success with proving the ideas was possible, set Efander to practising for life. By the time he felt that he had really mastered it, he was a frail man in his eighties... though soon the recovery effect at least eliminated the "frail" part.
Wanting to leave something behind, he attempted to save, both from what was left of his travels and time training--working small jobs here and there--and dealing with minor threats to villages on the borders. Efander opened a school, got a few students... and it was crushed whilst empty when part of the cliff it was beside collapsed. Undeterred, he opened a second school, which was destroyed by an earthquake.
Getting the hint, he turned to being a mysterious teacher in the remote wilds. Sitting still for that long got boring, and he was so remote that nobody came to be a pupil. So Efander went back to what he knew best: being a lone traveller, dealing with problems along the way, and in this manner teaching bits here and there. This intermittent tutelage spread the knowledge of the Arcane Fist, and his continued longevity earned fame. There was war, and monsters, but nothing massive enough to force his involvement or shake this lifestyle.
Until there was, of course. At first, Efander tried to stay out of it, but the harm the Volstanian Empire was causing was too much, and despite being relatively unsuited for working in a military environment, nor with what one would consider the appropriate temperament for it, he joined the alliance's forces. When it came time to seal away future heroes, how could one not choose the old sage?
Naturally, even sitting patiently in stasis can't go right with this sort of luck. Even discounting the overshoot in time, Efander's absorption of the ambient mana was as natural as breathing, and still active whilst his body was already frozen... and added to the ambience was a heavy sort of radiance from a certain vengeful demigoddess and something stranger from the Grand Magus... needless to say, she's going to be quite exasperated about the change from a refined, regal old man.

Other:
↑ Top
© 2007-2024
BBCode Cheatsheet