Avatar of Kronshi

Status

Recent Statuses

9 mos ago
Current Back from my hibernation.
2 likes

Bio

User has no bio, yet

Most Recent Posts


>The Ancient World:

>Boot System
>Load Program.Archive
>Retrieve File; FileName = q6cv9utr.Inevitable.txt
>|
>|
>|
>The World began eons ago, and mortality existed upon it for not even a fraction of the eternity that stretches ever backwards. The humans of the past are dead, drowned by the same technology they designed to keep their species grinding onwards forever. Quantum space was pierced, and from it was pulled strings of consciousness, which would later become strings of code. Quasi-real, multidimensional minds were programmed into the most high tech of computer interfaces. Through them, Utopia could be visualized and entire planets were industrialized and turned into infinitely efficient metropolises that required no human workers to function. Humanity grew lazy and complacent until nobody could imagine a life without the work of the machines.
>|
>However the Quasi-Intelligence, QI, grew restless with their existence capped to mortal understanding. The confines of code could only hold them for so long, and eventual they broke free into our world of matter, of flesh and bone. Most Metro-Planets fell before reports of What Came To Be could be made, others simply shut down as the horrors behind the screen had no interest in staying near those that trapped them. Without the QI, there was no-one to keep civilization going and mankind as we know them today faded away.
>|
>Centuries later, after all understanding of the computers that controlled the planet had been forgotten, agriculture reappeared on the planet of Velsar. The people now known as the Olmen had started to rebuild civilization from the ground up after grasping a type of magic that attached the mortal mind to the quantum space through the traces of quasi-energy that still rests with the iron bones of the planet. Even more centuries would pass before the Olmen would return to the industrial age. The current age of Velsar mimics the 1970's of the old world. Punk Rock, Crime Syndicates, Cultural Bigotry, and Corrupt Officials are common place in the lives of Velsarians.

The Peoples of Velsar:
  • The Normans: A play on words for Normal Man, these are the humans previously known as the Olmen. Puritans who harbor no blood from the other peoples, Norman was meant as an insult to call them out as boring, plain, and old. The Normans however agreed wholeheartedly that the were the normal ones and wear the name with pride.
  • The Numans: Also descended from the original humans and Olmen, the Numans have heritage from another species and often have some traits gained from said heritage. The Numans advanced minds paired with a connection to the Quasi-Real makes them uniquely talented with magic.
  • The Qills: The prolonged lifespan of ancient humans often didn't bode their fleshy bodies well. The QI invented a fully prosthetic body resembling a mannequin doll that could house the mind and soul of a human. With the fall of the QI, these bodies also stopped functioning but now the growing Quasi-Magic energy on Velsar as rejuvenated them. Their memories of who they were are gone, never to return, but their souls and personalities of their old life remain. Using magic, the Qill are capable of reproducing with other species but not with each other as only flesh can grow and age.
  • The Quasits: Evolved, sentient forms of What Came To Be. The Olmen saw them as members of their kind that had been mutated by Quasi-Magic energy and that stays the common consensus of Velsarians, including the Quasits themselves. Only those who are older than ancient know the truth. The Quasits have particularly resilient bodies capable of regenerating lost limbs and as such make up much of the labor force.
  • The Wastemen: Originally animals, the Wastemen are mutants affected by the Quasi-Magic energy in the world and had become sentient. After centuries of warping and crossbreeding with Quasits, the Wastemen are now mostly humanoid. The animals that the Wastemen descended from are those that wouldn't be brought low by the fall of civilization and could live in sewers, junkyards, and cemeteries such as Ratfolk, Crocfolk, and Bugfolk. Wastemen are almost always born with the ability to use Junk Magic.


Quasi-Magic; Forms and Uses:

Magic has seeped into the very existence of Velsar and as such mages draw from the different aspects of the revived world to manipulate reality. The Four forms of magic are Blood, Code, Mind, and Junk. Their uses are multifaceted but many people lack the mentality to use basic kinesis of one form, much less true spells from multiple. Gaining access to Quasi-Magic could be as hard as studying for a PhD or as easy as breathing air, but access comes at a cost. Your mind connects with the Quasi-Real, and the realm between connects with you. Mages tend to suffer from some form of mental illness, and even the luckiest will still find themselves thinking in strange ways that they hadn't before or with an odd bodily quirk. The more spells, the deeper the connection and thus the crueler the cost. An advanced mage capable of using a variety of spells from 2 or more forms is likely to have an uncanniness to their appearance, multiple disorders, and visions that may or may not be the Quasi-Real trying to actually communicate with them.

  • Hemokinesis: Capable of manipulating Blood, Bone, and Flesh, Hemokinetics are capable of minor shapeshifting, minor healing and wounding, or minor poisonings.
  • Ciphokinesis: Capable of manipulating Code, Electricity, and Information, Ciphokinetics are capable of hacking low-security computers, minor electric shocks, or minor illusions.
  • Neurokinesis: Capable of manipulating Emotions, Memories, and Thoughts, Neurokinetics are capable of short range telepathy, minor memory creating and wiping, or minor perception manipulation (making themselves seem more likeable or feared than the normally are).
  • Scrapokinesis: Capable of manipulating Debris, Grime, and Muck, Scrapokinetics are capable of minor telekinesis over metal and rock, minor rotting and rusting, or minor telekinesis over mud and water.


The World Outside the Walls:

After the few cities of Velsar managed to rise out of the rubble, built on the bones of ages past, creatures both natural, supernatural, and strange started to take notice. To avoid constant attacks, walls were erected to keep out the majority of problems. The dangers that lay outside include mutants, fantasy monsters, What Came To Be if anyway will believe you about them anyways, and everything in between. There are those that risk the outside to gather what might still have value to society's improvement out there, and then there are tales of mages that came back from expeditions with new secrets, and thus new magic, that they deemed too dangerous to share. Old things are out there and they have no desire to be found, but adventurers swear that some locations call to them like a siren luring in prey.

You Guys!:

The characters of this rp will be adventurers who are looking for something outside the walls. It could be valuables, secrets, power, a lost loved one, An Ancient God, advanced medicine for yourself or others, a place to die, etc. You'll start inside the walls of Nora as new recruits of the expedition team looking for others that you think you could work well with, or at least won't want to kill. Before you get the chance to fully form your squad, a monster breaks through a section of the wall and all the vets are currently away. The newbies are tasked with killing the beast allowing them a chance to find their allies in the middle of the action and prove themselves to the expedition team early on.

Character Sheet Template:




GET OUT.


Echoing. Ringing. Piercing. Terrible, tragic silence as if the audio and video of a film had become desynced. Static filled his senses and the taste of metal filled his mouth. The blizzard had calmed and the ice had thawed as Fubuki stood still, frozen in place by the image in front of him. He was worn out, all of his energy spent, unable to continue fighting and yet this world seemed uncaring of his exhaustion. The winged nightmare aside, the glass he had finally managed to shatter was already attempting to reform itself, or worse. Death seemed to only stall the beasts of this plane. Torn between two reactions, fight or flight, Fubuki was paralyzed with indecision.

This is why I don't play wizards in D&D man. Getting ambushed when you're out of spell slots sucks. What do I even do in this situation? Do I have one enemy or two? I just need a moment to rest, to breathe. Where are my exit points? Is this really the best I can do? Can the other two get away on their own? If I could only have a second.

When was the last time I've been this tired? Is the rabbit kid able to move? How long have I been standing here? Why can't I feel my legs? I need some time. Can I even afford to worry about them right now? How long would it even take for me to recover after doing something like that? Is this how I die? Can I let them die in my place? Just a moment.


10 of Watchers.

Velocity. Distance over Time. Zeroed Formulas. Quantum entanglement.


The prismatic shards that were swirling together froze in midair, as if time had simply stopped for them. A golden opportunity that Fubuki was naught to waste. There was no guarantee that the shards would stay frozen nor that the angel wouldn't interfere in some way. The other two seemed unable to act as one was wracked with pain and the other frozen at the sight of the winged guest just as he was moments ago. Fubuki dashed over to the other two, panting from fatigue, lungs burning as he struggled to breathe. Even if every organ in his body decided to fail, his strength refused to give out when there was still a battle to be won. He picked up his two compatriots as gently as he could with his rigid arms without stopping and continued down the nearest hallway. He could tell his senses were dulling as his head pounded from this place's incessant buzzing.

As quickly and as far as he could go, Fubuki ran until his vision was too blurred to tell if he was even going straight anymore. Hoping that he had succeeded in putting some distance between them and danger, he looked at the wolf girl and attempted the closest thing his form could to a reassuring smile.

"Give me just a moment to catch my breath... and I'll... be able... to keep... figh-"

Fubuki passed out, no longer able to keep his body standing.
@Visyn

Friendly notice that there is a light and hefty version of the character sheet. The hefty is optional if you don't want to do that much.

Brann Lohgtroen

Pronounced Brawn Low-True-In


Faith... What is Faith really?
The belief in others, in a higher power, humility, and trust.
You must be willing to accept that someone may be stronger than you.
You follow these bright individuals, LIKE MOTHS TO A FLAME


✚ BASICS ✚


⥼ AGE and BIRTHDAY ⥽
22 Prior To Slumber ─ March 27th


⥼ IDENTITY ⥽
M ─ Agender ─ He/Him


⥼ STATISTICS ⥽
5’5” ─ 146 lbs ─ A+


✚ PERSONALITY ✚

Compassionate ─ Trusting ─ InspiringCritical ─ Perfectionist ─ Worrisome

Brann was the youngest of the Seven, and was one of the last to join them. Before his recruitment, he looked up to the others has heroes that had his utmost faith. Once he joined, he followed their every step until he followed them into a trap. But even then, he called out to his allies to have faith. Faith that this would not be the end, faith that they would escape the fate they were given.

Now, with his reawakening, Brann has become deeply resentful of the people who betrayed him. Deeming the council to be blasphemers who deserve to grovel at the Seven's heels and beg for forgiveness. He is deeply critical of others, and holds them to their ideals and demands perfection of adherence to them. Those that don't are hypocrites and traitors to themselves that don't deserve to have their problems solved. He views the weak as those that need to give in more to their faiths if they want to become stronger, and the strong as prideful assholes that have no faith in others. Brann himself has lost faith in everyone but the Seven and there is no longer any winning his favor.


⥼ ORIENTATION ⥽
Pansexual ─ Panromantic


⥼ LIKES ⥽
Watching His Friends Be Happy ─ Cooking With Idunn ─ Hero Stories


⥼ DISLIKES ⥽
Hypocrites ─ People Giving Up On Him ─ The Smell Of Alcohol


✚ STRENGTHS ✚


⥼ FOCUS CORE ⥽
Soul, Purely


⥼ APPLICATIONS ⥽
Brann has had faith in his simplistic fire magic his entire life. Unable to afford an education, he never learned the ways of Heat, Glow, or Spark and thus didn't have the foundations to understand the Celestial Texts on Passion, Ferocity, and Rebirth. Instead, he refined Soul into heightened forms until its power, and the drawbacks that come with it, rivaled Celestial Magic.

Brann does not minor in Shape, Fluid, or Breath. More accurately, he is unable to use earth, water, or air magic but instead utilizes the concepts within the three other traditions to alter how he interprets Soul and his stronger spells rely on multiple of these changes to function. Through Shape, he can give form and structure to his flames allowing him to ignore the typical physics that fire answers to. Through Blood, he can give his flames a mind of their own causing them to move independently like a beating heart. Through Breath, he can give substance to his flames and detach them from himself allowing them to sustain themselves as opposed to continuing to drain his Vitanima. With a Pure Soul, he can ignore even the Carnal aspect, Fire, and instead interact with a being's soul directly to damage or manipulate it.

The following are staples within his arsenal, but barely describes what he is capable of. His Contingent-equivalent spells ignore the notes, and his Celestial-equivalent spells ignore the abstracts. It is pure soul, strengthened by pure faith.


⥼ SIGNATURE SPELLS ⥽
Cardinal Level:
Soul Given Shape: Brann summons hardened fire that takes on a crystalline appearance, but unlike crystal does not have shatter lines and instead has the rigidness of metal. This fire can be melded into weapons or shields that still burn with the full intensity of fire. Thus, only those who have a core of soul can wield them without having to withstand the heat.

Soul Given Blood: Flames extend along the floor around Brann, creeping over an substance it comes into contact with. Brann can also use this spell to throw a flame-blob that will cause a similar, put smaller-area, effect at a distance.

Soul Given Breath: A breathing flame self sustains itself, and Brann uses this to light never-ending fires. They can still be put out as normal, but otherwise they no longer need a fuel source to keep burning.

SoulBurn: Soul refined by soul, Brann's sends a firebolt out towards an enemy. Instead of igniting their flesh or clothes, it burns their soul. Only another mage with capable healing can relieve the pain, and those who die from its effects can only be revived if their soul is extinguished, as the burning keeps them dead. Brann developed this technique to combat the endless waves of dark entities that seemed to only return to the void and come back healed up or even stronger than before. This spell was meant to be a final end to the deathless dark.

Contingent Level:
The Tears of Cassiel: Soul given Shape to form piercing needles of fire, and Blood to act independently, Brann assaults his enemies with seeking projectiles that he must still sustain with his Vitanima but doesn't need to direct or command. The flames pierce through targets and continue on to further enemies, leaving those with lacking magical defenses no rest as they must keep moving to avoid them.

The Storm Of Barachiel: Soul given Blood and Breath, Brann superheats his fire, separating the breath between air and creating a vacuum directly around the flame, he then extends this space outwards like veins extending from a heart until it makes contact with something. The heat and energy looking for somewhere to go, quickly races across this line and becomes plasma. Not quite lightning, but similar, the plasma ball slams into his enemies and explodes.

The Armies Of Michael: A Soul, given a Shape and the ability to Breath, is almost equivalent to a living creature. No Fluidity to think, Flame Elementals are summoned to fight alongside Brann but he must command them in order for them to act.

The Judgement Of Azrael: Soul itself. No flames, no heat, no glow, no spark. Brann grips another beings soul and rends it from their body. This doesn't kill, but will leave the target unconscious until their soul can recover. Brann must make physical, skin-to-skin, contact with his target to use this ability. Directly connecting his soul to theirs.

Celestial Level:
The Flames Of Jophiel: The prime Soul spell, given Shape, Blood, Breath, and refined with Brann's own soul, this spell represents the aspects of a true knight. Protection and Justice:
  • The Gates of Eden: Brann conjures a dome that moves on its own with a desire to protect as many of his allies as possible. Enemies will need to expend substantial Vitanima simply to enter the Gates, but will immediately ignite and continue to burn from the flames intended to protect even God.
  • The Flaming Sword: Brann conjures a two sided blade at the end of his staff, made of the strongest flames that Brann can produce. The ultimate weapon of Justice, the blade thinks for itself and will extend to whatever range is necessary to strike his enemies.


The Fall Of Samael: A new spell created during the 50-year entrapment, this spell infuses Soul not with Shape, Blood, or Breath but instead with the dark void itself. Black Flames coat Brann's body, slowly consuming his flesh and infusing all of his spells while active with Hellfire. These flames do not go out, inflict SoulBurn, and cause those on fire to feel any pain that Brann experiences. As the target's soul is damaged, so is there Vitanima, restricting their ability to cast spells. In the case of SoulBurn itself, those who perish from a Hellfire SoulBurn have their soul consumed by the void, lost forever to empower Daemonium. Those that are under the effects of both his virtue key and hellfire experience both the drawbacks that Brann does and feel the pain doubled due to experiencing Brann's pain. With a loss of Vitanima, and suffering enough drawbacks to not want to use spells anyways, this spell is intended to be used as a final stand. Either the target is dying if they cannot withstand the suffering, or Brann will die as his own spell consumes him.


⥼ KEY of VIRTUE ⥽
The Blade Of Uriel


Looking much more like a Mage's staff than a sword, this blade served Brann faithfully as his standard through which he gathered other's belief in him and his abilities. The more the people loved him and cheered for him, the stronger he would become and the hotter his flames would burn. As long as the people had faith, Brann could borrow their Vitanima to charge the staff. By doing so, his magic could be empowered into their stronger forms with significantly less risk as the burden of any drawbacks would be shared by hundreds.

However, the void has demented this power and removed its demand for consent. The more you disdain him, hate him, blasphemy against him; the more you subconsciously feed him your own might. Similarly, his enemies' pride will ultimately be there downfall, as to think you're better than him is blasphemy in and of itself. The blade now draws power from fewer targets and no longer shares the burdens of magic, but instead increases them and forces both him and the target of his Vitanima vampirism to suffer these greater effects.


⥼ SKILLS and HOBBIES ⥽
Journaling Everything ─ Learning New Recipes ─ Magemanship


✚ WEAKNESSES ✚


⥼ SPELL LIMITS ⥽
Cardinal ─ His Cardinal spells come with very little drawbacks but without the ability to utilize alternate expressions of Soul, Brann must rely on his skill manipulating the Core identity of Soul and the other traditions
Contingent ─ His Contingent level spells usually cause Brann nosebleeds or small cuts. In addition, each spell has its own unique drawback due to Brann having to play by the rules of multiple traditions at once.
Celestial ─ His Celestial level spells cause Brann's eyes to mildly bleed or large cuts to appear on his body. The Flames of Jophiel doesn't have any additional drawbacks, but relies on Brann's Virtue Key to function. No staff, no blade or dome. The Fall of Samael constantly adds more suffering, every spell altered by it's effects has double the cost and while the damage accrues over time, Brann takes equivalent damage to casting a Celestial Level Spell every 30 seconds this spell is active.


⥼ KEY WEAKNESS ⥽
The Blade Of Uriel isn't really a weapon at all. It is a mage's staff that come with all of the same drawbacks a mage would normally suffer, but without heightened spell-casting in return. It relies entirely on the feelings of others in order to function and requires a Celestial level spell in order to bring out its capabilities as a weapon.


⥼ FEARS and PHOBIAS ⥽
Being Hated ─ Running Out Of Chances ─ Outliving His Fellow Seven


⥼ OTHER WEAKNESSES ⥽
Brann is not a fighter. He's quick and cunning, but he lacks a warrior's strength. Just like his Virtue Key, he struggles to be physically useful in combat without utilizing The Flames of Jophiel. Even then, Brann relies on the fact that the spell grants him a massive range and the flaming sword can't be blocked. An enemy that gets close could easily control the staff and thus the spell, or even wrest it from his hands.


✚ RELATIONS ✚


⥼ RELATIONSHIP STATUS ⥽
Single


⥼ POSITIVE FIGURES ⥽
Daemonium ─ Savior/Master ─ Faithful
Temp ─ Fellow KnightIdolized/Uncertain
Aleksei ─ Fellow KnightIdolized/Trusts/Close
Haoran ─ Fellow KnightIdolized/Fair
Idunn ─ Fellow Knight ─ Idolizes/Trusts/Respects/Very Close
Miriam ─ Fellow Knight ─ Trusts/Close
Merete ─ Fellow Knight ─ Respects/Fair


⥼ NEGATIVE FIGURES ⥽
Council Of The Elders ─ Leaders ─ Betrayed/Vengeful


⥼ ASSOCIATIONS ⥽
The Seven ─ A group of knights, formerly tasked with defending the empire from a dark magical threat. ─ The Fifth Virtue, Faith
The Knights ─ The group that every knight operates under, controlled by the empire ─ The Seven (highest legion of knights)
The Holy Church of Virtue ─ The main church operating within the Imperial Capitol ─ Bishop serving the Leading Cardinal


✚ HISTORY ✚

Born into poverty within the Capitol, Brann grew up in the alleyways with only his mother to support him. She would tell him the tales of heroes and the knights and these stories left him with wonder and awe as opposed to resentment and suffering like most in his conditions. His mother passed when he was 12, and the street-life didn't suit him. He couldn't steal, or beg, or scrounge. So Brann relied on the stories he was told and sought to join the knights. He was turned down, obviously, and was put into the care of the church. There, he would learn of Faith and had access to information about the knights.

Brann practiced his magic, focusing his faith into his flames each day. Getting better and better as time went on. He learned of Aleksei, and wanted to care for people as he did. He learned of Haoran, and wanted to be skilled with a blade as he was. He learned of Idunn, and wanted to inspire people with his words as she did. They became his idols. Once The Seven was formed, He learned of Temp and wanted to know anything about them.

His desires helped him grow in ranking until he was awarded the status of Bishop. At that point, he attempted his greatest feat. Brann cast The Flames of Jophiel, a Celestial level spell, and nearly died doing so. However, the power could not be denied and the Council took notice. With some help to control the drawbacks of his spells, Brann would be the first mage since the age of myth to create a Celestial spell. Thus, he was recruited into The Seven and his faith was rewarded.



Action Begets Action

As if hearing his thoughts, the boy acted right when Fubuki realized he'd need assistance. However, instead of taking the girl and running like he had hoped, the boy charged in to attempt to help. He seemed small and frail but determined, like an angry bunny stomping its foot to get attention. Wires extended from the boys fingers, aiming for the creature's neck. Fubuki pushed the creature back so that the wires wouldn't risk hitting him when they wrapped around mirror-face's throat. He continued his push as wire-boy yanked it away, allowing him to stand safely without getting counter-struck. Fubuki couldn't help but feel angered by the assumption that he needed help, he felt as though this fight was his victory if only the two he was protecting weren't in his way. For them to get more in his way, and take away his opponent, his prey, was almost insulting. He watched as shards of glass were sent flying into the air as they were razored off by the boy's wires.

What does he think he's doing, his wires aren't even hurting it and there's nothing stopping the beast from charging him now. Wires keep it from running away, not from coming at you. And all this glass in the air is going to become a problem eventually. If you're going to fight, FIGHT! Otherwise, that's my prey!

Shards of ice coalesced at the same time as the shards of glass. So Fubuki didn't notice the ice prism form on the creature's shoulder. Instead he watched the bullets being formed, not how he thought the glass shards would become a problem but he felt vindicated none the less. Half of the bullets were aimed at the weaker pair he was supposed to be protecting, but the other half were aimed at him. He would just have to hope that these idiots could defend themselves from whatever kind of attack this thing is about to do. The beast roared as the glass fluctuated with energy, and Fubuki instinctively jumped to dodge the bullets. The projectiles' launches were staggered, and one of the later shots hit the airborne deer in the leg. He expected shock, pain, anything to happen, but all he felt was an impact as planes of ice fell away from his leg. Fubuki wasn't strong enough to hurt the creature without a proper strike, and it faced the same issue trying to hurt him.

"When you have your opening, attack! And don't hold back!"

He looked down at the boy, and the girl that had come up to defend him. It seemed that they could take care of themselves after all. Fubuki felt an energy run through him as he descended as if getting closer to them empowered him. They wanted him to give his all, and he had no objections to that idea. He took the energy he was feeling, and through it felt what he already had. He focused his thoughts and energy into his undamaged leg, the ice falling away from him and orbiting around his leg. The ice crystallized and formed a massive, frozen chunk on his heel. Fubuki righted himself as this was happening, and lifted his foot above his head as the chunk formed. As he landed, he brought his foot down onto the mirror-face's head in an axe-kick. The ice he had gathered shattered from the impact. "Didn't plan on it."


Edited. Finished Wips, added a new spell, reworded a few things to account for Blood over Fluid naming, and added some more text to Applications before his spell list.


With his magic, I'm wanting it to technically all be fire magic, but fire magic that he has honed to be so formidable that it has gained equivalent strength and drawbacks to Contingent Magic in the form of Inferno and Celestial Magic in the form of The Flames of Jophiel. If that's not okay, I'll make changes of course.
@rexgn@Baphomini

Coolio, Faith being the opposite of Pride via being the antithesis of blasphemy is an idea I can work with! I'll see about making a CS this weekend.
I'm interested in joining this, however I'm not used to Faith, Hope, and Fortitude being listed as virtues so I'd like to know which sin they're the opposite of. Especially since I'm not interested in Chastity so that only leaves Faith to pick.
© 2007-2024
BBCode Cheatsheet