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@Databug
If there's a pic in that CS, it ain't workin' for me. :<


I'm trying to get this as her appearance.
deviantart.com/printspark/art/Lavamen…
I'm having trouble though. It's been a long time since I posted an image on a forum.
Kohra.Mey

| 15 | 167 cm/56 kg | Female |

"I refuse to go back to my old life now that I have my grimoire. I can make a better life for myself amongst the Magic Knights. I can make life better for everyone."


PERSONALITY:
| The only time Kohra seems to be calm is if she's moving fast or at some precarious height. Though she appears cool and distant to people at first, she is a fast friend to anyone who earns her favor. She is usually seen carrying a small rucksack, something she only sets down when it's time for sleep. Even then, she tends to keep a tight grip on it, as though her life is tied to it. As someone who grew up on the streets, she makes no attempt to hide her distaste for anyone who looks down on her for it.|

MAGIC:
| Wind Magic - Kohra calls upon the elemental force of air, channeling tight shockwaves and miniature cyclones.|

SPELLS:



ABILITIES & SKILLS:


GOALS & FEARS:
Since receiving her grimoire, the only thing that has occupied Kohra’s dreams is of becoming a magic knight, one powerful enough to prevent any of the tragedies that marred her childhood. Beyond that though, she has a simpler desire: family. Kohra feels she was robbed of a true sense of family and wants to re-create what she lost in some way. Even if she is unable to start a family of her own, she hopes that she can create and maintain bonds of friendship strong enough that she no longer feels alone in this world. She also feels that she is honor bound to be a champion to the less fortunate of the Clover Kingdom.

Kohra has retained a primal fear of fire from the tragedy of her childhood and will often freeze up when around flames larger than those that occupy a hearth. She also fears her own less than legal past and the idea that any new friends or family she makes will find out about it. Though she avoided violent crimes, she can’t help but feel that some of the things she’d stolen had just as much sentimental value to others as her own flute does to her.
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Kohra Mey grew up in a small village in the forsaken realm. Though fairly poor, she wouldn’t have characterized her childhood as bad. Yes, there was much hard work in the fields, but she had a loving family in a father, mother, and older brother. She was only 6 when everything changed though, when a local cult succeeded in summoning a group of devils.

The village burned that night. Though Kohra and her older brother Teylas escaped the burning hut in time, their parents weren’t so lucky. Their screams as the two siblings tried desperately to douse the fire remain fixed in Kohra’s memory as though etched in stone. When morning came, the two children found themselves in possession of not much more than the clothes on their backs, with the biggest tie to their old lives being a small metal flute that Kohra had grabbed before escaping the blaze.

Salvation came in the form of a merchant caravan that arrived shortly after sunrise. The remaining villagers were able to convince the caravan leadership to escort them to the next town on their route, with the hopes being that aid would be found there. Alas, the next town was not much more well off than their home village had been, and hardly anyone was able to settle down into a new life there. The caravan’s leaders, taking pity on the survivors, agreed to alter their route towards the Common Realm where aid might be more plentiful.

Eventually, the caravan arrived at a Common Realm town prosperous enough that Kohra and Teylas could try and start new lives in. The two took up residence in one of the local orphanages. Kohra would spend her days busking along the busier streets while her brother attempted to find work suitable for a 12-year-old from the Forsaken Realm. For the longest time, Kohra was unsure what her older brother did for work, but before long she found out that he had started running with a group of local pickpockets and thieves.

“No one wants to hire trash from the Forsaken Realm”, Teylas told her, “This is the best we can do, and you better get used to it.” Unwilling to let go of the only family she had left, Kohra joined in on the action, quickly learning how to steal, run, and hide effectively. As the years went on, Kohra watched as Teylas began to sink deeper and deeper into criminal behavior while she tried to retain some measure of decency by refusing to give in to some of the group’s more violent tendencies. Things came to a head when Teylas found himself caught in the residence of someone too important to ignore, and suddenly Kohra was alone.

The years went by and Kohra tried to better her life while trying to not compromise her morals by causing serious harm, hoping that through stealing and selling small trinkets she could amass enough wealth to make something out of her life.

At 15, she received her grimoire and found that suddenly the winds responded to her commands. As she experimented with her new powers, an image formed in her mind, of her as a magic knight defending the world against devils and other evils. She knew which path she had to take now, the path that led to preventing any tragedies like those that haunted her from ever happening again.

@Zeroth I'll try and get Kohra's CS posted as soon as possible. I've been doing a lot of concept thinking these past few days, so I'll try and speed write what I've got and get the basics posted as soon as possible.
@ZerothI have a few questions about the map graphic. First, where exactly is the Magic Academy located?

Second, it mentions a church in Nean for orphans. Do they take in orphans from all over the kingdom, and is it sponsored by the government? What's life inside the church like?

Finally, regarding the forsaken realm, how exactly does the discrimination manifest and what resources is the region known to produce?
@Zeroth Got it! I'll stick with wind and trade lightning bolt for something more like a shockwave. As for grifter's toolkit, I'll look into changing that for something less powerful since I can see your point that it could lead to too much meta-gaming.
@ZerothI've got a good character concept in mind of a girl named Kohra Mey living on the streets who tries to join the Magic Knights almost immediately after receiving her grimoire. I haven't fully filled out her backstory and personality yet, but I've gotten her spells and skills down and was just wondering if they seemed balanced.

Spells

Lightning Bolt - Offense - Kohra stretches her hand out and unleashes a bolt of lightning at a target she has direct line of sight to. Kohra can easily launch a bolt at a target roughly 30 feet away, but can increase the range by expending a moderate amount of mana.

Conjure Cyclone - Offense, Defense, Utility - Kohra holds a whirling sphere of air between her hands, letting it gather strength before releasing it towards a target position. The miniature cyclone, roughly 2 meters in diameter, kicks up debris, sends small objects flying, knocks enemies prone, and deflects any missiles that pass through it. As long as Kohra maintains concentration on the spell, she can keep the cyclone active and move it around the battlefield. (Extra mana to keep active and move? Cyclone speed of movement? Maximum range between Kohra and cyclone?)

Whirlwind Jump - Movement - A blast of wind launches Kohra into the air, allowing her to jump great distances safely as a secondary gust of air cushions her descent towards the end of her jump. The spell can be tuned to allow for either long or high jumps. Can also be used simply as a safe fall mechanism, allowing Kohra to safely fall from up to X meters. (Base jump length/height? Scaling mana cost for increasing distance?)

Skills

Free Running - A small but muscular frame combined with years of trying to stay ahead of law enforcement have translated into a remarkable ability to get between point A and point B in the shortest amount of time. Obstacles that would bring anyone else to a halt are easily scaled as Kohra takes advantage of every minute handhold and leaps off of every close-spaced wall.

Sleight of Hand - When you're living on the streets, you need to take advantage of every opportunity you get to provide for yourself, even if it means taking from others. Kohra has managed to master the art of picking a pocket and lifting merchandise and food from merchant stands. A more mundane use of this skill is the ability to perform certain parlor tricks with cards or small objects, not always with the best of intentions when there's money on the line of guessing where certain cards or small objects went.

Grifter's Toolkit - Kohra has the ability to put on whatever face she needs to in order to get what she needs, and she also has a knack for manipulating people into doing what she wants or needs them to do. As long as she hasn't met a person before, she can be someone completely new as long as she has a little bit of info beforehand on who the person is and what their hooks are.

Let me know if these seem good and how powerful the spells should be at their most basic level, like if the Whirlwind Jump should have a base jump distance before more mana needs to be spent to increase it.
Hi! I'm not familiar with the manga, but from what I've read this looks like a fun thread to be a part of. I'm brewing up a character in my mind, but I've got a few questions first.

How exactly does someone receive their grimoire?
What's the political structure like in this region?
What are devils like in this setting?
In The Island 5 yrs ago Forum: Free Roleplay
Seems intriguing. Posting so that I can see if this gains any traction.
Is this dead?
Definitely want to join this one. I'm working on a character sheet right now but it's late where I am so it might not be in until tomorrow.

Also, do you guys find pictures and build a character around them? Or the other way around? Do you draw your own characters?
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