Hidden 9 yrs ago 9 yrs ago Post by Descartes
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Descartes Give her the D

Member Seen 7 yrs ago

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Hidden 9 yrs ago 9 yrs ago Post by IncredibleBee
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IncredibleBee

Member Seen 7 yrs ago

Name: Alice Loftheart
Gender: Female
Age: 12
Race: Humans
Character Concept: Young Prodigy Wizard

Physical Appearance: A slight young girl, Alice has fair blue eyes and blond hair reaching to her hips; the choppy bangs reach only to her eyes. Her skin is rather fair, and her thin, delicate body suggests she's unused to physical labor.
Alice primarily wears a long, comfy dress, made of a soft fabric, and a very deep shade of blue. The sleeves are loose and wide, allowing precise hand movements. It's held to her waist by a wide sash, and elaborate patterns border the hems of the sleeves, collar, and bottom. A large hood is incorporated into the dress. Around her waist is a belt containing various pouches, including a large rectangular one, just the right size for a spellbook. She wears tiny boots on her tiny feet.
Equipment: Mage Staff - This gnarled branch is actually a focus for Alice to work her spellery
Spellbook - Though mostly empty, this magical tome records every spell Alice knows.
Gold - A meager amount of coins, enough to stay at an inn for a few nights
Rations - Various cured meats and sweets in her various pouches, enough to last a few days
Tea - A large tin of loose tea leaves
Healing Potion - Swiped from the alchemical labs before she left, this can restore a healthy body. Tastes of mushrooms and salt.
Familiar: Lesser Skeleton - A sentient femur, loyal to Alice. It can roll around and stuff. It's not the strongest creation, but it's hers so she keeps it.

Personality: Alice's two defining traits are a sense of pride and haughtiness from being an advanced mage, and her innate childishness. The former derives from her prodigal skill; despite her age she's on par with any graduate from the mage academies. The latter causes her to forget she's only on par with a graduate, even if she's advanced.
She's developed a slight god complex and tries to act ladylike, but oftentimes she's just putting on airs. In private, she's more willing to give in to childish impulses.
She also tends to have a greedy streak. If gold or sweets are left in the open, she'll lay first claim to them.
Goals: Alice wishes to assert her rightful place as grand ubermage arch-wizard, with extreme prejudice. She's gonna have a cool floating wizard tower, and familiars, and potions and all that neat stuff. All she needs is a lot of capital and several hundred years of experience.
Beliefs: List some things your character has strong opinions on. (Optional)
Background: Alice has neither a long nor complicated history. At a young age it was discovered she had a high aptitude for magic, and was admitted to a local university. However, she managed to advance more quickly than most other students, graduating several years early. Her formal education complete, she's begun to set out on a "Practical Exam" of sorts- that is, to explore the world while honing and researching her magic. If she lives, she'll be a good wizard.

Racial Traits: Humans have the trait of being the best in any setting even without advanced ancient alien technology or biological super-abilities.
Known Skills: Alice is rather well-read, and knowledgeable in most things relating to the arcane, from basic cantrips to complicated rituals. Beyond that, however, she's unskilled, having spent most of her efforts learning spells to do work for her.
Known Spells/Powers: Alice is actually a quite skilled novice mage, and is capable of learning new spells relatively quickly, provided she has a teacher or guidebook. Her current spell list is as follows:
Magic Missile - A magical projection of force, equivalent to getting struck with a strong punch. Not the most effective at damaging enemies, but good for smacking things far away.
Grease - Covers the nearby area in a slick, oily, flammable substance. Good for making people slip all over themselves. Alice was sent to the dean's office twice because of this spell.
Mage Hand - A spectral hand capable of manipulating objects from a distance. It's only as strong as Alice's actual hand.
Fireball - Launches a small projectile of fire at the enemy. It doesn't strike with actual force, but it's made of fire, so you know.
Ice - Causes several spikes ice to violently erupt from the ground. Uses the power of cold to harm foes, but also hits them with spikes.
Lightning - Causes a tongue of lightning to strike from above, zapping foes.
Fog - Creates a thick, dense fog over a small area, obscuring vision
Douse - Shoots forth a small torrent of water, drenching foes.
Safety Alarm - Quickly casts a large, burst of neon pink paint, while also sounding off a large noise.
Light - Causes the end of Alice's staff to glow with the strength of a lantern
Create Comfy - Materializes an overstuffed recliner chair, blanket, and warm beverage
Summon: Grrz'rak the Indomitable - A sacred pact allows for Alice to call for the aid of a mystical bear martial artist to smite foes. Unfortunately, she is only allowed to summon him once per day. After summoning, she must offer a salmon as soon as she's able, or risk breaking the contract.
Hidden 9 yrs ago Post by Scrapula
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Scrapula

Member Seen 6 yrs ago

Name: Fastidious Dent
Gender: Male
Age: 52
Race: Human
Character Concept: Professional Plunderer Who's Seen Most Of It

Physical Appearance: Fastidious's body is a roadmap of scars and stress-marks. With a craggy chin, a receding hairline, and perpetual bags under his eyes, he is far from the ideal standards of beauty, and fully knows it. Fastidious Dent has lost his right ring finger, and five teeth. Fastidious Dent has a long, ugly scar running from his left temple to his left cheek.
Equipment: Fastidious is fully equipped for taming dungeons. At all times, he has...
  • Three glass bottles.
  • One extendible seven-foot pole with a hook-shaped attachment.
  • Twenty feet of rope.
  • A large leather backpack, with several pockets.
  • A steel prybar.
  • A bag of caltrops.
  • Two days of personal rations and water
  • A dagger enchanted with fire. Capable of projecting small amounts of fire.
  • A shortbow, with twenty arrows and three spare bowstrings.
  • A deck of playing cards, self-made.
  • A willow cudgel, with a lead core.
  • An arming sword, of mediocre quality.
  • Twenty-seven square feet of parchment, split into 3'x3' squares. Comes with inkwell and quill.


Personality: Fastidious Dent is a dyed-in-the-wool cynic, and faces every new day with grim resignation. Fastidious Dent treats younger people with patronizing scorn.
Goals: Fastidious Dent wants to tame and own his very own dungeon some day. He also wants to make an absurd amount of money doing so.
Beliefs: Fastidious Dent believes that anything that doesn't directly result in a reward is not worth doing, and that anything can be done for the right price.
Background: Fastidious Dent was born a pauper in a small, earthbound foresting village. It was only through sheer luck that he met a representative of the Dungeoneers' Guild, at the age of twelve. With quite a bit of pushing from his mother, Fastidious Dent managed to find employment in the Guild. Forty years later, Fastidious Dent is still with the Guild, only a good bit more skilled, a good bit more scarred, and slightly wealthier.

Racial Traits: Humans are notorious for their overwhelmingly average nature.
Known Skills: Fastidious Dent is a masterful dungeon explorer, and is astonishingly agile for his age. Fastidious holds a wealth of knowledge about dungeons and their many tricks and traps. In addition, Fastidious is a remarkable haggler.
Known Spells/Powers: Through an excruciatingly painful operation, Fastidious's right eye has been replaced with an enchanted glass eye, that allows him to see traps and magical items from a distance. Thanks to a lifetime of plunging into dungeons, Fastidious has a supernatural connection to the creatures that commonly infest dungeons, giving him spectacular animal magnetism towards them.
Hidden 9 yrs ago Post by Jerkchicken
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Jerkchicken

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Name:Kahl Uuah
Age: 28
Sex: M
Race: Human
Concept: Zaubermancer

Appearance: A man of tanned skin and short black hair. He travels around in a cheery colored longcoat that covers up his semi-armored body. The amror and the coat are both made of treated hide. With the consisting of a chest piece and arm and leg pieces. Most peculiar is his eyepatch which does nothing. Originally wearing it as a deterrent against rubbing which ever eye was itchiest during allergies. He soon found it had an effect with people so he just rolled with it. His signature weapon is the Carcol Zauber a blade that looks like it was carved out of something with its raised surfaces that extend from a helix close to the bottom of the sword. It's size is large but super large and it lacks a crossguard

Personality:He's pretty laid back and chill. He's also fond of the sauce and claims that a stiff drink or two helps him fight better or at the least helps with the allergies.

Background: He doesn't like to talk about it for he says it was stupid and inane. But at least this world seems more up his alley.

Inventory: Booze, Snail Zauber, Med armor
Skills: Swordery, survival, zaubers, drinking, hunting monsters
Spells: Snail Zauber, stuff for being a gish
Hidden 9 yrs ago Post by Necrophage
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Necrophage

Member Seen 2 yrs ago

Name: Ozend
Gender: Male
Age: 25
Race: Human
Character Concept: The surly guardian.

Physical Appearance: Ozend is a hirsute and stocky brawler. His build is that of a soldier in constant training. His hair is brown and long, flowing freely. His beard is unkempt and Ozend in general shows obvious disregard for his personal appearance. His eyes are a striking blue and are often accompanied by tired bags. He wears a gray cloak, hood down most of the time, a brown tunic and black trousers. A common theme in his garb is the thrashed and frayed bits on the clothing's extremities. He wears well made leather boots that have seen their share of travel in the past few years. They're heavily scuffed as if they've seen more use than simply walking.

Equipment: A long sword that goes often unused. There's nothing special about it but should Ozend draw it he means to kill someone. Ozend has this slung to his back to keep other movement unimpeded.

A travelling pack and various items for food, drink and comfortable rest.

Personality: Ozend is incredibly straightforward. He's a think as you go kind of person and doesn't like to idle. He gives little care for what people think of him yet he thinks a great deal of how he can care for people. The world's big and there's not enough time to worry over what one man thinks of you.
Goals: Ozend is out to protect the world one land at a time. He failed his own land and that defeat still shakes him.
Beliefs: Ozend is strong about freedom. Slavery is abhorrent and certain caste systems, disgusting. He believes wholeheartedly in the religion of his home.
Background: Ozend hales from a land whose political system collapsed. It was a monarchy known as Calahaz. The king, Clarion, was gravely ill and set out a plan to find a new heir because none of his princes were worthy of the crown. Political intrigue and evil grew in the land. It became impossible for justice to be met and Clarion's desires to be fulfilled.

One thing led to another and the powers of the land crushed each other. A war of brother against brother, father against son. There were no winners, just a dead nation with stragglers who slept on their swords. So Ozend, forgotten vassal to a dead king, left. There was nothing good to stay for and the worst of his experience he'd never forget.

Racial Traits: Humanity comes in a wide variety.
Known Skills: Ozend is a capable swordsman. War has tried and conditioned him and he came out intact. A brawler by necessity, Ozend was so good at killing his neighbor that he swore off of slaughter for the sake of his enemy and for the disgust he felt for himself. If they deserved his blade, they would have it.
Ozend learned to make use of bare essentials, going day to day by stretching the little and using what knowledge of the land you possess.

Known Powers:
Ozend was a guardian to the king. Sickness struck past his shield. Illness that no man could guard against took the life he had sworn to save. Ozend is a very capable defender to the point that he could even protect against enemies of imposing size. It is not magic that he wields but secret techniques developed by ancient monks and priests. A technique very few know of. Ozend has been practicing and experimenting with it. It has become a staple of his self-assigned role to defend.

Barrier - A shimmer in the light, a sparkle as the weapon strikes. Ozend's barrier is an extension of his soul. His religion states that the soul is an immortal thing that exists forever even when the body decays. It is this fact that the priests so heavily emphasized and worked upon to perfect. Almost invisible when in function Ozend can block the heftiest attacks with ease using the otherworldly source of his own spirit.
The spirit is however a vulnerable thing to certain magics, particularly those of dark origin. His spirit is linked to his emotional state. Happy and confident bring a stronger barrier. Depressed and solemn bring that of a weak barrier that would only deflect meager attacks. Ozend finds he can stay in the middle with strong drink should he have a low-streak.
Hidden 9 yrs ago Post by Shisa
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Shisa Rival Character

Member Seen 3 yrs ago

Name: Mimi
Gender: Genderless, but takes a female form
Age: 4
Race: Mutant Mimic
Character Concept: Organic Mimic

Physical Appearance: Mimi, in her default form, is a horrific amorphous mass of sticky pinkish goop that looks much like a gigantic amoeba. Her default form, however, is quite different from the one she takes most often. Normally, she looks much like a human girl in her mid-teens of average height and weight. She has long, straight black hair and emerald green eyes, and her skin is lightly tanned. She wears a set of dark robes with green outlines that look like landmasses.

Equipment: Robes, a diary, ink and a quill, backpack

Personality: Some of the first words that come to mind when one thinks of Mimi are ‘strange’ and ‘awkward’. Because she is largely unfamiliar with humanoid customs and society, she tends to do things most consider ‘odd’ often. What she has learned, however, was from a kind woman and thus she emulates kindness as well as she can. She takes joy in helping people, and likes to learn more than almost anything else. There is an inherent eagerness to her personality that pervades everything she does. Well, eagerness as well as a profound naivety.

Goals: Mimi wants very much to learn, both about humanoids and about her own Mimic roots. She also wishes to someday fit in to humanoid society. Her greatest goal, however, is to be able to communicate with the World Mimic.

Background: Due to a profoundly rare and strange mutation, Mimi was born an ‘Organic Mimic’, which is to say that she mimics living beings rather than environmental items or materials. One day, after having mimicked many different creatures, she saw something strange that she had never seen before. A Human crossed her path, and Mimi mimicked her. The woman was incredibly confused and defensive at first, but curiously observed the thing that appeared as a smaller version of herself before making any judgements. After a little observation, it seemed like Mimi meant no harm. If anything, the creature seemed almost defenseless. The woman ended up taking Mimi with her, and taught the Mimic all sorts of things that she absorbed like a sponge. Eventually, they worked out what Mimi was, which opened up all sorts of ideas. Were there others besides her? What did this mean for Mimics? What implications could be made about the world? Mimi had to learn more about Mimics, and about herself. To this end, Mimi left on her own journey which the woman endorsed by giving her a home-made cloak to keep warm. It was embroidered with outlines of landmasses, based on Mimi’s idea that the entire world was just a very big Mimic and that she was born to give the World Mimic a form that could explore things like a humanoid, because it was also curious just like her.

Racial Traits: As an Organic Mimic, Mimi can perfectly mimic the forms of similarly-sized animals. She prefers humanoids, but she could also become a dog or a fish. Instead of consuming organic life like Material Mimics, she instead consumes inorganic matter like gold and jewels. She can produce extra limbs similar to pseudopods from her non-amoeba form like Material Mimics do, but hers aren’t as adhesive because she doesn’t need to catch moving things. The acid that she can expel from these appendages to break down material, however, is much more corrosive than a normal Mimic’s. In addition, she is incredibly strong and durable and heals quickly like other mimics. These factors stay consistent throughout her forms, so she’s never stronger or weaker depending on the form she takes.

Known Skills: Mimi can speak Common fluently, as well as communicate with fellow mimics. She has good reading and writing skills, and is an incredible learner. She knows quite a bit about nature as well as bits of various lore, but she hasn’t had the time yet in her short life to learn a large variety of skills.

Known Spells/Powers:
-Negotiation: Mimi can ‘negotiate’ with Dungeon Mimics to change the terrain and layout of an area. Currently, her skills as a negotiator only allow simple things like ‘Lower that platform a bit’ or ‘shrink that pool’. When she becomes better at negotiation, however, she may be able to get a Mimic to create a pool of acid under an enemy or put a number of openings in a labyrinth to make it easier to navigate. This negotiation is not a strict agreement as much as temporarily exerting her own will over localized parts of a dungeon, but she must be able to vocalize her needs for it to work.
Hidden 9 yrs ago Post by The_written_John
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The_written_John Professor Screwball

Member Seen 4 yrs ago

Name: Louis Osullivan Unicante Innocenti Etherington, shortened as a nickname to "Louie."

Gender: Male

Race: Timeoid - white Human like individuals whom possess the ability to use chrono magic to alter the space and manipulate the time around themselves and others. They look, no matter how old they become, fairly youthful, but like all races will die of old age, their lifespans are much longer than humans. Their eyes sparkle with stars and meteor like designs representing the spacial cosmos and possess light blue innards and silver blood. THeir bodies are usually slim and tall, representing their elegance.

Character Concept: Astral mage, the one who slows down the speed of his enemies, and speeds up his allies. Can bend the cosmos to summon its monstrauities in the form of stars and astroids to lay waste to monsters.

Appearance:

Louis stands at a height of 6 foot 1 inch tall, supporting a thin yet athletic build with a skin pigment being that of a slightly pale normal Caucasian skinned male, He supports a set of bright amber eyes, with a few tiny golden stars dotting the sclera, with his pupils in the shape of a comet shooting directly vertically downward, a trait of his magic. He supports a set of messy short blond tangled hair, dyed white at the front.

He wears a longsleeve thin silver dyed mithril armor plated, golden trimmed tail coat, mid-riff revealing semi-open battlemages jacket, held together at the collarbone by a golden crescent moon amulet which connects one part of the jacket to the other much like a top button. The jacket's sharp mithril collar is raised, surrounding his neck and protecting it. The jackets shoulders also possess light weight smooth golden pauldrons, with the symbols of a clocks hands on either shoulder, and functions like that of an actual clock. He wears a crimson red patchworked shirt under his jacket.

He wears a silk golden ribbon belt around his waist, and a set of comfortable white leggings with each leg intriguingly engraved with golden symbols vertically downward from each leg, detailing that they are property of an Astral Mage. He possesses a single white, golden trimmed fauld which covers his lower right hand side, engraved with more symbols. Finally he possesses a pair of sharp toed white and golden trimmed shoes, with crimson red soles, elegant in their design.

Equipment:

Chronoboros: Chronoboros is a long, slender, yet sharp gold and silver pigmented longsword with a sickle shaped hilt which can disconnect to reveal itself as a snakesword, several golden incredibly durable links are coupling'd to each section of the 12 section longsword, allowing the user to use this longsword in its traditional fashion or manipulate it in the form of a bladed whip for slicing far off opponents, combining his timeoid Astral Magic with his attacks, he can use it to stab or slash his opponents and slow them down with time magic. The hilt of the blade can also disconnect into a small yet sharp self defense sickle for emergency purposes named Cronus.

Weeks worth of rations

A diary, ink and quill

Rope and hook

Coin - enough for a few nights at an inn or some extra food provisions.

Collection of throwing knives: 20 - for throwing at enemies.

Personality:

Louis is a perky, optimistic, happy go lucky intellectual. As a member of the timeoids, Louis is narcissistic despite his incredibly bubbly and cheerful attitude even when he asserts himself as better than all things due to his ability to mess with time. Aside from this, Louis can be selfless and rather selfish at times depending on the scenario, and wont throw himself into deaths way if it doesn't assist the Timeoids. Despite being narcissistic, he never underestimates his opponents and fights as if he means to kill at all times, to ensure his survival, fearing death, he desires to escape it in anyway possible.

Goals: To break the shackles of time that enslaves the world, intends on helping the timoids succeed in becoming the supreme overlords over time so that they may become the superior race of the world, because they fear death, if they could freeze the process of degradation, they could live forever. Thus they feverishly study their unique magic - Astral magic to hopefully one day accomplish this.

Beliefs:

Him and his race are strong believers of the old gods but despise and envy them, for having the ability to live forever.
Narcissistic in that he and his race believe they are the superior race of the world, and desire to show this through their actions.
See's no value in betrayal unless it will grant him his goal
Cats are lying knaves. 9 lives!? You lie!

Backstory:

Timeoids. That is the true name of us so called "Time Wizards" or less insulting "Astral Mages". The name is Louis, it's a pleasure to meet you! Lets get straight to my history, yeah? You see, i come from a rather secluded place called the Aeternitas, the Aeternitas could be described as a single town which functions as self sustainable living space, filled with plants, water, wildlife and many other necessities for living, to keep dangers and unwanted guests out however, the town and much of its land is hidden away, blocked out of sight and out of mind with a spacial void barrier, keeping anyone we don't want to associate with out of our reach and us out of theirs, when we need other mages to keep our town running, we use our own! Rewinding the passage of time on a plant, to bring it to its prime once more. Fascinating magicks.

The town of Aeternitas can be described as a mix between glistening white and golden marble and silver, golden gears, all functioning to the passage of time, to allow us to further enhance our Timeoid abilities. We primarily focus on the use of Timeoid magicks, to rip ourselves from the shackles which time binds us with, as Timeoids, our sworn goal, our ultimate desire, is to free ourselves from the tyranny of time, and dictate it to our own desires, to enslave what enslaved us, and shape the cosmos to our individual pleasures! It sounds nefarious, but we really just want a world where death is nullified! Imagine a world where sorrow, fear and anguish were forgotten? We could reshape and help our world recover, truly a most honorable goal!

I was born very luckily between the strongest of Timeoids, to enhance my capabilities as a wielder of the Cosmos, and it just so happened to work! I was and still am considered a prodigy, learning and removing the shackles which control me piece by piece with little ease, and have made strides as a astral mage to further break my binds, though I am a long ways away from taking control of time, soon I desire to control its entirety completely.

I grew up loved by everyone, I gained vasts amount of knowledge on the outside world from many of our libraries, as timeoids, documenting time and the history of our world is a number one priority, and with such vast pools of information, i got smarter and more intelligent, the love given to me by my inferiors and teachers nurtured my strength and confidence, and my optimism, everyone truly believes in me! If they do, perhaps i'll finally be the Timeoid who brings time to my knees! I can only hope!

If these dungeons shape and twist unnaturally, then its obvious something must be causing it. Perhaps these sungeons may lead me to furthering my astral abilities, and then perhaps i shall finally enslave the time that has bound me in its tyranical chains. I set off, to join this dungeoneering team, for my own goals, and for my race. The Timeoids will rebel against our masters!

Racial traits:

Astral Magic:

Louis is skilled and is a strong user of Astral magic. For many people not accustomed to the knowledge of Astral magic, it is the Manipulation of space and time. Astral mages come from a clan of specific makes known as the Timeoids, and is passed down through their clan only, thus, learning this magic can be exceptionally difficult.

Astral mages cannot control the time and space of the whole universe, nor can they jump back or forward in time, like regular people, they are bound to the shackles of the laws of time, but are skilled at bending these shackles for their own purposes, and seek to further break them to get stronger, Astral mages desire to enslave time to their will, and desire to conquer that which created and destroys them.

Spells which Louis knows from Astral magic are as follows:

Comet slices: the ability to conjure and throw 5 sword sized comet shards to pierce and damage enemies, these comet shards can also be used to coat and surround the user like a shield, but break if they are individually struck by an enemies attacks"

Nexus Vaccum: The ability to conjure up an airless, void like pocket, which can act as a bag of holding, keeping anything inside timeless from the lack of air.

Stars: Louis can summon magic golden spacial stars like throwing shurikans to pierce enemies from afar, they dont require much energy to conjure and can be fired in plentiful amounts to damage foes.

Comet blaster: Can conjure a car sized comet through a magical glyph to decimate foes. Requires a lot of focus.

Kneel!: Depending on how long he charges, Louis can slow down time within a small or large radius via casting out a white magic field over an area. Those who stand inside this area are slowed down conciderably but are returned to normal speed when the field dies out over time or when they leave the fields area.

Rally: Using his abilities, louis can cast a spell which can speed up his allies and himself, allowing them to move much faster and increase their agility, speed and reaction times. Great for gaining an advantage over a fast enemy,

Known skills:

Prodigy: knowledgable, Louis is an incredibly intelligent individual with a firm grasp on the power of magic, giving him an advantage when using mage like abilities.
Talker: With a smooth, sensational voice, Louis can try and be persuasive with his enemies.
Adept at swordplay - not a great swordsman but not terrible, training in the sword he can use his weapon to assist somewhat, mainly as a self defense tool.

Known Spells/powers:

The only magic that Louis knows outside Astral magic is a spell known as Mana Drain - A touch based technique that requires Louis to get a firm grip on his opponent to drain their mana from them which in turn helps to rejuvinate louis' magical energies to use more spells. Of course this means he must get up close with his opponents.
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