So apparently, business shorts are a thing that exists. All I can say is... why?
7 yrs ago
Been busy lately, courtesy of the guy who thought that it was a good idea to have 3 assignments and a test due in the same week.
7 yrs ago
Cards against humanity is... more certainly something else
1
like
7 yrs ago
*Person with Seeing Eye dog stops right next to me* *Goes to pet the dog* *Sees "Please don't pet the dog" sign* ;-; I cry every time
2
likes
Bio
Anyone remember the period a little after guildfall, when the site didn't have a lot of work put into it, the servers went down pretty often and people were moving out? We waited and waited until boom, Mahz made America the guild great again. That was about where I left off.
My mistake was trying to take on everything at once (and being cringy as hell but I mean come on). Well now I'm back, and better than ever.
And I'll be damned if I let anything get in the way of having a good time.
Looking at our cast it feels like either Avo, Nick or Nadia would rise to a leader position. They are much more the leader type then most of our characters.
I'll second that. Having experience seems pretty important and those 3 are pretty old, all things considered.
"I’m not going to pretend to like what I’m doing, but I know it’s something I should do."
Name: Isaac Redgrove
Age: 18
School of Magic: Isaac practises imbuing magic, an esoteric branch of magic that focuses on mitigating the transience of magic. In simpler terms, imbuing magic focuses on making magical energy linger. Imbuing magic has few direct attack options, but can be deadly enough with the proper preparation. The most common and well-known application of imbuing magic is the imbuing of objects to bestow magical properties, a practise better known as enchanting. Enchanted weapons and armour can be very powerful but are limited in use as constant magical power is required to upkeep the effects of the enchantment. Less well known is imbuing magic’s capacity to create magical traps, a skill which takes significantly less effort than enchanting but with much less permanent results. Clairvoyants who use imbuing magic tend to work with solid objects, though there are legends of Clairvoyants who didn’t need tools to do their work, beings who could enchant the very air itself to do their bidding. Imbuing magic can be quite difficult to learn in comparison to more action-oriented magics but those with the patience to learn its ways are rewarded in full.
Augmentor: Plain hunting knife. Rather banal for a magic tool, save for the insignia of a red flower on the hilt, but it holds immense sentimental value for Isaac and helps him carve magical circuits for imbuing.
Imbue One of the most basic imbuing spells, insert magic into an object. A straight-forward directing of power from the body into a target conduit and the of bestowing magical properties onto it, allowing the object to affect things in the same manner that magic does. Depending on the material, however, this can prove difficult. Most clairvoyants can, on some intrinsic level, inject magic into an object, which allows them to use enchanted objects. But it requires skill to let the object hold the charge and take on magical properties, to fully enchant an object. Carving magical circuits into the object in question makes it easier to imbue and provides more stability, functioning as canals for magic to flow. Botched imbuing is likely to destroy the object if it fails and poor imbuing often leads to unstable results which have a tendency to explode in a user’s hands. There are some, however, that use that particular characteristic to their benefit. Imbuing magic into living things is extremely difficult and ill-advised, since if the person rejects the imbued magic then the user will suffer greatly for the attempt. Imbuing is generally performed through contact, and while imbuing from range is possible, such techniques tend to produce significantly weaker results.
Imbue - Mine A skilled imbuing mage is usually represented by stability, with their ability to create enchantments that can last for years. Isaac isn’t particularly skilled, and like many unskilled imbuers, his creations tend to be more volatile, much less stable. Isaac found a way to use that to his advantage, however. Isaac created a method of imbuing magical energy set at a volatile state enough state to be weaponised, but inert enough to not collapse in on itself. Disturbing the imbued object either via physical contact or a sufficiently large magical presence disturbs the balance and causes the magic inside to explode in a burst of pure magical energy, damaging anything within the blast radius. Isaac’s mines benefit greatly from preparatory carving, with which he can adjust the volatility of the mine freely for his needs. He can still create a mine on the spot, but it will typically be weaker and its sensitivity will usually be off the mark. Depending on the volatility of the mine, the enchantment will either explode or fade out of the object after some time.
Imbue - Snare A modified mine which releases tendrils of magic to ensnare the foe. Typically made with a solid core covered with rope, with both the core and rope imbued with magic. When activated the core explodes and sends the ropes flying towards the target. The magic imbued in the ropes allows them to affect Pyrrhics and physical beings besides, as well as allowing the ropes themselves to stick to each other when it captures its target. The bind usually lasts a fairly significant amount of time and the rope’s strength is increased by the magic imbued in it, making for an effective measure to prevent enemy movements, if only temporarily.
Imbue – Light A basic imbuement spell which converts magical energy into light. Imbue an object and supply it with magic to have a constant light source. Easily used and drains little magic, magical circuits can be used to increase its efficiency. Can keep a stock of magic to stay lit for a while.
Diffusion wave Isaac throws a wave of imbuing magic into the air to confound foes. The magic inside is weak and it is diffused to go as far as possible, so it does little damage. It causes some pain to living caught in the cloud, useful mostly for irritating or distracting foes. Most of the damage comes from the volatile imbued dust particles which have the potential to cause serious damage, but more often than not only lead to superficial wounds. Despite the light damage, however, there is enough magic in the wave to activate Isaac’s mines, allowing him to remotely detonate them from a safe distance.
Personality: Isaac is usually pretty unemotional. He’s quiet and tends to keep to himself, preferring to observe from a distance, but is nonetheless polite when he interacts with people. He won’t shy away from social contact but he doesn’t purposefully seek it out either. He’s fairly easy to talk to and always answers questions truthfully, but there’s a certain reservation behind his acts. He usually commits little to relationships and tends to leave decision making to the last minute. With that being said, his actions are at times tempered by a sort of nihilistic decisiveness, where he puts aside his misgivings and acts out whatever he needs to do. He goes through life with a sense of detachment and caution but there’s a straightforwardness to his attitude that betrays a little of the ideals Isaac carries.
The boy breathed slowly, quietly, as if to hide his breathing. His hands held a bow, with an arrow on the string, though he hadn't drawn it back just yet. His gaze was steady, eyes locked on the shadows ahead as they shifted and shuddered, revealing a familiar form that seemed to bleed out of the walls. If a shade lives long enough, kills for long enough, gains enough power, it becomes a sullen. A rare existence indeed, and one that spells trouble for anyone unlucky enough to encounter it. The Shade emerging in front of Isaac was not a Sullen, but it was close to one. And it was angry.
Nearly sullen or no, a Shade was a Shade. Tougher than normal for sure, but a Sullen’s power was incomparable to a Shade. It would be harrowing, but if Isaac was in peak condition then he was pretty unlikely to lose. This time, however, that wasn’t the case.
Isaac took aim as the shade walked closer. The arrow on his string was the last magic arrow he had. He’d used up all of his pre-prepared traps and a fair amount of improvised traps on other shades earlier, meaning that his mana stores weren’t all that high. He was most definitely on the back foot here, but, then again, he supposed that it could be worse.
The Shade charged forward and Isaac drew the bow string back. He let go, and the arrow went wide. He dropped the bow as the creature dodged to the left. Isaac’s hands dropped to his side, his left gathering what little magic he had remaining while his right grabbing the hilt of his hunting knife. He splayed his left hand forward, releasing a wave of magic at the shadowy fiend. The Shade weathered the wave with little but discomfort, absorbing the myriad pinprick explosions with it's shadowy body. It reached out its clawed hand to slash at Isaac, confident that it had the upper hand. But that wave was never meant to stop the beast.
Isaac dashed forwards towards the Shade, even as its claw tore a gash across his face. He drew his hunting knife and sent the last vestiges of his energy into it as the creature raised its other hand. Isaac was betting it all on this instance, and all he needed was one thing. A small explosion and burst of light told him that his bet had payed off.
Ropes lashed out at the aberrant shadow’s back, a present from Isaac’s final arrow. They bound themselves around the Shade, entangling its limbs with their magic. The binding was shoddy and likely wouldn’t last very long, but Isaac only needed a moment. It only took two steps to reach the Shade, a simple arm movement to raise the glowing blue knife and one more to bury it into the creature’s neck. Its body began to disappear, slowly fracturing into pieces smaller than dust before disappearing into the wind. Isaac let out a long sigh and sank to the ground. The only thing that remained of the duel were the ropes on the floor and the blood flowing sluggishly down his cheek. It had been a long week and the trek back to a friendly town would make it longer, but for now all he wanted to do was rest.
Right then, here's my sheet. @OneWayOut, tell me if something's wrong with it.
"I’m not going to pretend to like what I’m doing, but I know it’s something I should do."
Name: Isaac Redgrove
Age: 18
School of Magic: Isaac practises imbuing magic, an esoteric branch of magic that focuses on mitigating the transience of magic. In less broad terms, imbuing magic focuses on making magical energy linger. Imbuing magic has few direct attack options, but can be deadly enough with the proper preparation. The most common and well-known application of imbuing magic is the imbuing of objects to bestow magical properties, a practise better known as enchanting. Enchanted weapons and armour can be very powerful but are limited in use as constant magical power is required to upkeep the effects of the enchantment. Less well known is imbuing magic’s capacity to create magical traps, a skill which takes significantly less effort than enchanting but with much less permanent results. Mages who use imbuing magic tend to work with solid objects, though there are legends of mages who didn’t need tools to do their work, beings who could enchant the very air itself to do their bidding. Imbuing magic can be quite difficult to learn in comparison to more action-oriented magics but those with the patience to learn its ways are rewarded in full.
Augmentor: Plain hunting knife. Rather banal for a magic tool, save for the insignia of a red flower on the hilt, but it holds immense sentimental value for Isaac and helps him carve magical circuits for imbuing.
Imbue One of the most basic imbuing spells, insert magic into an object. A straight-forward directing of power from the body into a target conduit and bestowing magical properties onto it, allowing the object to affect things in the same manner that magic does. Depending on the material, however, this can prove difficult. Most mages can, on some intrinsic level, inject magic into an object, which allows them to use enchanted objects. But it requires skill to let the object hold the charge and take on magical properties, to enchant an object. Carving magical circuits into the object in question makes it easier to imbue and provides more stability, functioning as canals for magic to flow. Botched imbuing is likely to destroy the object if it fails and poor imbuing often leads to unstable results which have a tendency to explode in a user’s hands. But, there are some that use that particular characteristic to their benefit. Imbuing magic into living things is extremely difficult and ill-advised, since if the person rejects the imbued magic then the user will suffer greatly for the attempt.
Imbue - Mine A skilled imbuing mage is usually represented by stability, with their ability to create enchantments that can last for years. Isaac isn’t particularly skilled, and like many unskilled imbuing mages, his creations tend to be more volatile, much less stable. But, he found a way to use that to his advantage, however. Isaac created a method of imbuing magical energy set at a volatile state enough state to be weaponised, but inert enough to not collapse in on itself. Disturbing the imbued object either via physical contact or a sufficiently large magical presence disturbs the balance and causes the magic inside to explode in a burst of magic, damaging anything within the blast radius. Isaac’s mines benefit greatly from preparatory carving, with which he can increase or decrease the volatility/inertness of the mine for his needs. But he can still create a mine on the spot, but it will typically be weaker and its sensitivity will usually be off the mark. Depending on the volatility of the mine, it will either explode or fade after some time.
Imbue - Snare A modified mine which releases tendrils of magic to ensnare the foe. Typically made with a solid core covered with rope, with both the core and rope imbued with magic. When activated the core explodes and sends the ropes flying towards the target. The magic imbued in the ropes allows them to affect Pyrrhics and physical beings besides, as well as allowing the ropes themselves to stick to each other when it captures its target. The bind usually lasts a fairly significant amount of time and the rope’s strength is increased by the magic imbued in it, making for a fairly effective measure to prevent enemy movements.
Imbue – Light A basic imbuement spell which converts magical energy into light. Imbue an object and supply it with magic to have a constant light source. Easily used and drains little magic, but magical circuits do increase its efficiency. Can keep a stock of magic to stay lit for a while.
Diffusion wave Isaac throws a wave of imbuing magic into the air to confound foes. The magic inside is weak and it is diffused to go as far as possible, so it does little damage. It causes some pain to living caught in the cloud, useful mostly for irritating or distracting foes. Most of the damage comes from the volatile imbued dust particles which have the potential to cause serious damage, but more often than not leads to superficial wounds. Despite the light damage, however, there is enough magic in the wave to activate Isaac’s mines, allowing him to remotely detonate them from a safe distance.
Personality: Isaac is usually pretty unemotional. He’s quiet and tends to keep to himself, preferring to observe from a distance, but is nonetheless polite when he interacts with people. He won’t shy away from social contact but he doesn’t purposefully seek it out either. He’s fairly easy to talk to and always answers questions truthfully, but there’s a certain reservation behind his acts. He usually commits little to relationships and tends to leave decision making to the last minute. With that being said, his actions are at times tempered by a sort of nihilistic decisiveness, where he puts aside his misgivings and acts out whatever he needs to do. He goes through life with a sense of detachment and caution but there’s a straightforwardness to his attitude that betrays a little of the ideals Isaac carries.
The boy breathed slowly, quietly, as if to hide his breathing. His hands held a bow, with an arrow on the string, though he hadn't drawn it back just yet. He eyed the shadows ahead as they shifted and shuddered, revealing a familiar form that seemed to bleed out of the walls. If a shade lives long enough, kills for long enough, gains enough power, it becomes a sullen. A rare existence indeed, and one that spells trouble for anyone unlucky enough to encounter it. The Shade emerging in front of Isaac was not a Sullen, but it was close to one. And it was angry.
Nearly sullen or no, a Shade was a Shade. Tougher than normal for sure, but a Sullen’s power was incomparable to a Shade. It would be harrowing, but if Isaac was in peak condition then he was pretty unlikely to lose. This time, however, that wasn’t the case.
Isaac took aim as the shade walked closer. The arrow on his string was the last magic arrow he had. He’d used up all of his pre-prepared traps and a fair amount of improvised traps on other shades earlier, meaning that his mana stores weren’t all that high. He was most definitely on the back foot here, but, then again, he supposed that it could be worse.
The Shade charged forward and Isaac drew the bow string back. He let go, and the arrow went wide. He dropped the bow as the creature dodged to the left. Isaac’s hands dropped to his side, his left gathering what little magic he had and his right grabbing the hilt of his hunting knife. He splayed his left hand forward releasing a wave of magic. The Shade weathered the wave with little but discomfort, absorbing the myriad pinprick explosions with it's shadowy body. It reached out its clawed hand to slash at Isaac, confident that it had the upper hand. But that wave was never meant to stop the beast.
Isaac dashed forwards towards the Shade, even as its claw tore a gash across his face. He drew his hunting knife and sent a wave of energy into it as the creature raised its other hand. Isaac was betting it all on this instance, and all he needed was one thing. A small explosion and burst of light heralded the coming of the that thing.
Ropes lashed out at the aberrant shadow’s back, a present from Isaac’s final arrow. They bound themselves around the Shade, entangling its limbs with their magic. The binding was shoddy and likely wouldn’t last very long, but Isaac only needed a moment. It only took two steps to reach the Shade, a simple arm movement to raise the glowing blue knife and one more to bury it into the creature’s neck. Its body began to disappear, slowly fracturing into pieces smaller than dust before disappearing into the wind. Isaac let out a long sigh and sank to the ground. The only thing that remained of the duel were the ropes on the floor and the blood flowing sluggishly down his cheek. It had been a long week and the trek back to a friendly town would make it longer, but for now all he wanted to do was rest.
Well, I'm pretty interested in this as a concept and since my other rp seems to have randomly sunk I also have some time. If you don't mind me asking, may I see a sample character of sorts so I can see what I can get away with get an idea of what you're looking for? Just want to get a feel for the power level you want us to be at.
Takeshi has about the average height for a boy his age, being roughly 5'8. His face is somewhat above average (although he doesn't really put any effort into using it), and his most distinct feature is light hair. A bright blond that left many thinking it was dyed. In truth he simply has some measure of european heritage, and many in his mother's line shared the same shade. Surprisingly, he's pretty self-conscious about it. Usually wears casual clothes. He's a bit farsighted so he wears glasses when he's playing.
Personality: Takeshi is something of an oddity among his peers. Considered an airhead by most, he in fact thinks too much most of the time. Takeshi lacks confidence in himself and is something of a sceptic. More often than not, he's left second guessing himself at every turn. He's usually quiet and he tends to like keeping his options open, leading him to be hesitant to commit to anything that doesn't have clear, manageable consequences. He thinks a lot before deciding anything and is prone to worrying, which leads to many people quickly becoming frustrated with him. Still, although he tends to be uncommitted, once he has committed to something he'll follow it through no matter what, and always aims to get the best possible outcome out of the situation. As a side effect of his demeanor he usually never takes anything said at face value, usually expecting some kind of hidden caveat or meaning.
Takeshi gets lost in his thoughts easily in any situation and tends to lose track of his surroundings. Socially, he's often lost in his own little world, though, if he's paying attention, he can be surprisingly observant. All things considered he's pretty awkward, and has difficulties refusing requests from his friends. He finds people other than himself fascinating, and likes spending time with them and their hobbies, and doesn't have many hobbies of his own. Still, the currently popular card game has kept his attention for much longer than most of his hobbies, so perhaps he has finally found something to call his own.
Playstyle: Defensive, in a conservative way. Loathe to use cards in any situation since he might need it later on, the kind of style to hold on to 300 rocket launchers while shooting the final boss with the starting pistol, because the real final boss might be waiting behind it. Wins games by making enemies make mistakes.
Reputation: Takeshi has had a very limited competitive history so he's not exactly well known. Those that are familiar with him know him to be a very frustrating player, to both play against and watch. He often induces impatience in others and wins through wearing their units down with traps. Takeshi himself isn't used to making risky plays himself, however, and sometimes fumbles his advantage trying to drive it home. Generally known as a relatively poor player, but the black card will perhaps be what sets him apart from the rest.
Deck: Necromancy
Leader:
History: Takeshi's life has been mostly unremarkable from the day he was born, although his hair was perhaps a little lighter than the rest of his family. He was fairly reclusive as a child, favoring books over social contact. He had some measure of attention, both good and bad, for the colour of his hair, but anyone that bothered to get that close to him usually ended up frustrated by his tendencies. He managed to make a few friends in time for middle school, though. One of these friends introduced him to World's End. He wasn't that good at it, and he managed to frustrate his friend pretty much every game they played, but for one reason or another he stuck with it. Fast forward a few years and he manages to get a pretty decent deck going. He joined a small local tournament at the behest of his friend, and actually manages to win the whole thing through a combination of beginner's luck and making his opponent so pissed that they attacked every turn and got all of their creatures destroyed by Takeshi's traps. He won a few boosters for his efforts, one of which held a strange black card he had never seen before, and was pretty sure wasn't supposed to be there. He was immediately suspicious. It was fairly powerful and could be slotted into his deck pretty neatly, yet when he looked it up, it didn't seem to exist. He set it aside and tried not to think about it, but it had left its mark on him, and his life would never be the same.
Misc: His family owns a cat. Has a brother and a sister.
Warrior Of The End
In the long, storied past of humanity, there were many figures that could be called legends. Kings, heroes, powerful mages and the like. And yet, there are many that are forgotten, lost throughout the ages. One such legend's footprint marks a minor note in human history, a figure whose name had been forgotten long ago. No record was saved from that era, only word of mouth from the few that survived the times and spread their line. Only those few people knew of this legendary figure, and they knew him only as the dead king.
The legends speak of a land with rich soil and fertile plains, a golden land of opportunity. Many a kingdom attempted to lay claim to it, but they were always crushed by others looking to exploit the natural resources. This all stopped when the ownership of the land was overturned for the last time to a great king, a man who came to be known as the dead king. Cold and calculating, he nevertheless worked for his people. He opposed invading forces with clever tactics, pulling off miraculous victories against superior forcs. The kingdom entered a period of peace for a time, but such prosperity never lasts long. The dead kingdom, as it came to be known, happened to be in between 2 opposing kingdoms. A serious feud eventually escalated into war for those two soverignties, and the dead kingdom was right between them. Rich with resources for the taking, it became an obvious target for the two armies. The dead king employed every tactic at his disposal, but it would never be enough. The two kingdoms had vastly superior number of card fighters, while most of his people were farmers. The two enemies closed in on the small kingdom and made to finish it off for good. But the dead king wouldn't let them go so easily. He had razed the fields and sacrificed towns for a war he didn't want to fight, and he was going to make them pay for it.
The dead king conscripted anyone with an ounce of talent in summoning, even going so far as to release criminals to fight for the kingdom. One such figure, a scarred wanted man, was rumoured to collude with the dead king's fell rituals. But all these measures weren't enough. Soldiers stormed the capital from 2 sides but were met by heavy resistance. Not only from the kingdom's soldiers, but also through cleverly laid traps. The warring nations, however, would not be stopped. The the defenders were killed to a man, and an army eventually stormed the castle.
No one is certain of what happened at this point, but there are plenty of theories. One story stipulates that, when they entered the throne room, they found the king slumped in his throne. The soldiers ran forward to drive a sword through the king's guts, only to find a morbid truth. The king was dead, and had been for some time. The soldiers had captured the castle - a dead, empty castle, devoid of life. The soldiers moved through the throne room, taking whatever they could find while a few stayed to watch the king's corpse. The looters were so enamored with their work that they failed to notice the absence of their friends, until they came back to the throne room. Standing amidst a pile of dried corpses was the king, seemingly risen from the dead. But, that's just one theory of many.
No man that entered that castle that day lived to tell the tale. A mysterious black fog drifted out from the palace and engulfed the capital. Soon enough the black fog lifted and revealed the ruined kingdom. The two nations reentered the dead kingdom to find it burned to the ground, the earth salted so that no man would ever lay claim to it again. The dead kingdom was purged from their annals, although that never stopped the stories and rumours surrounding the dead kingdom, and of what unholy power had purged the armies of two great and proud nations so profoundly.
Alignment: Corrupted
Reputation: An uncompromising and ruthless ruler, the man who came to be known as the dead king lorded over his people with an iron fist. He had a reputation for using black magic and rumours abounded as to what happened to the prisoners in his dungeon, but he was nonetheless a fair ruler, and no trangression to his people went unpunished. He was a vicious tactician and masterful strategist, leading opposing armies into traps and producing miraculous victories against superior numbers, leaving rival kingdoms with both respect and fear for the black-clad overlord. His people flourished under his rule, even while they themselves cowered under his fearsome reputation.
Appearance:
Tall, lean and pale, with long, dark hair, and with eyes a piercing shade of red. The dead king's overbearing appearance did nothing to dissuade rumors of vampirism, although he himself had always denied those accusations.
Leader:
Skills: Skilled tactician and commander, able to read the battlefield and take calculated risks. Has confidence that Takeshi severely lacks. Has knowledge of black magic/necromancy rituals, average (for the time) skill with swords.
Pretty much done. Tell me if something's wrong with it.
Name: Yamada Takeshi
Age: 17
Gender: Male
Rank: D
Appearance:
Takeshi has about the average height for a boy his age, being roughly 5'8. His face is somewhat above average, but his most distinct feature is light hair. A bright blond that left many thinking it was dyed. In truth he simply has some measure of european heritage, and many in his mother's line shared the same shade. Surprisingly, he's pretty self-conscious about it. Usually wears casual clothes. He's a bit farsighted so he wears glasses when he's playing.
Personality: Takeshi is something of an oddity among his peers. Considered an airhead by most, he in fact thinks too much most of the time. Takeshi lacks confidence in himself and is something of a sceptic. More often than not, he's left second guessing himself at every turn. He's usually quiet and he tends to like keeping his options open, leading him to be hesitant to commit to anything that doesn't have clear, manageable consequences. He thinks a lot before deciding anything and is prone to worrying, which leads to many people quickly becoming frustrated with him. Still, although he tends to be uncommitted, once he has committed to something he'll follow it through no matter what, and always aims to get the best possible outcome out of the situation. As a side effect of his demeanor he usually never takes anything said at face value, usually expecting some kind of hidden caveat or meaning.
Takeshi gets lost in his thoughts easily in any situation and tends to lose track of his surroundings. Socially, he's often lost in his own little world, though, if he's paying attention, he can be surprisingly observant. All things considered he's pretty awkward, and has difficulties refusing requests from his friends. He finds people other than himself fascinating, and likes spending time with them and their hobbies, and doesn't have many hobbies of his own. Still, the currently popular card game has kept his attention for much longer than most of his hobbies, so perhaps he has finally found something to call his own.
Playstyle: Defensive, in a conservative way. Loathe to use cards in any situation since he might need it later on, the kind of style to hold on to 300 rocket launchers while shooting the final boss with the starting pistol, because the real final boss might be waiting behind it. Wins games by making enemies make mistakes.
Reputation: Takeshi has had a very limited competitive history so he's not exactly well known. Those that are familiar with him know him to be a very frustrating player, to both play against and watch. He often induces impatience in others and wins through wearing their units down with traps. Takeshi himself isn't used to making risky plays himself, however, and sometimes fumbles his advantage trying to drive it home. Generally known as a relatively poor player, but the black card will perhaps be what sets him apart from the rest.
Deck: Necromancy
Leader:
History: Takeshi's life has been mostly unremarkable from the day he was born, although his hair was perhaps a little lighter than the rest of his family. He was fairly reclusive as a child, favoring books over social contact. He had some measure of attention, both good and bad, for the colour of his hair, but anyone that bothered to get that close to him usually ended up frustrated by his tendencies. He managed to make a few friends in time for middle school, though. One of these friends introduced him to World's End. He wasn't that good at it, and he managed to frustrate his friend pretty much every game they played, but for one reason or another he stuck with it. Fast forward a few years and he manages to get a pretty decent deck going. He joined a small local tournament at the behest of his friend, and actually manages to win the whole thing through a combination of beginner's luck and making his opponent so pissed that they attacked every turn and got all of their creatures destroyed by Takeshi's traps. He won a few boosters for his efforts, one of which held a strange black card he had never seen before, and was pretty sure wasn't supposed to be there. He was immediately suspicious. It was fairly powerful and could be slotted into his deck pretty neatly, yet when he looked it up, it didn't seem to exist. He set it aside and tried not to think about it, but it had left its mark on him, and his life would never be the same.
Misc: His family owns a cat. Has a brother and a sister.
Warrior Of The End
In the long, storied past of humanity, there were many figures that could be called legends. Kings, heroes, powerful mages and the like. And yet, there are many that are forgotten, lost throughout the ages. One such legend's footprint marks a minor note in human history, a figure whose name had been forgotten long ago. No record was saved from that era, only word of mouth from the few that survived the times and spread their line. Only those few people knew of this legendary figure, and they knew him only as the dead king.
The legends speak of a land with rich soil and fertile plains, a golden land of opportunity. Many a kingdom attempted to lay claim to it, but they were always crushed by others looking to exploit the natural resources. This all stopped when the ownership of the land was overturned for the last time to a great king, a man who came to be known as the dead king. Cold and calculating, he nevertheless worked for his people. He opposed invading forces with clever tactics, pulling off miraculous victories against superior forcs. The kingdom entered a period of peace for a time, but such prosperity never lasts long. The dead kingdom, as it came to be known, happened to be in between 2 opposing kingdoms. A serious feud eventually escalated into war for those two soverignties, and the dead kingdom was right between them. Rich with resources for the taking, it became an obvious target for the two armies. The dead king employed every tactic at his disposal, but it would never be enough. The two kingdoms had vastly superior number of card fighters, while most of his people were farmers. The two enemies closed in on the small kingdom and made to finish it off for good. But the dead king wouldn't let them go so easily. He had razed the fields and sacrificed towns for a war he didn't want to fight, and he was going to make them pay for it.
The dead king conscripted anyone with an ounce of talent in summoning, even going so far as to release criminals to fight for the kingdom. One such figure, a scarred wanted man, was rumoured to collude with the dead king's fell rituals. But all these measures weren't enough. Soldiers stormed the capital from 2 sides but were met by heavy resistance. Not only from the kingdom's soldiers, but also through cleverly laid traps. The warring nations, however, would not be stopped. The the defenders were killed to a man, and an army eventually stormed the castle.
No one is certain of what happened at this point, but there are plenty of theories. One story stipulates that, when they entered the throne room, they found the king slumped in his throne. The soldiers ran forward to drive a sword through the king's guts, only to find a morbid truth. The king was dead, and had been for some time. The soldiers had captured the castle - a dead, empty castle, devoid of life. The soldiers moved through the throne room, taking whatever they could find while a few stayed to watch the king's corpse. The looters were so enamored with their work that they failed to notice the absence of their friends, until they came back to the throne room. Standing amidst a pile of dried corpses was the king, seemingly risen from the dead. But, that's just one theory of many.
No man that entered that castle that day lived to tell the tale. A mysterious black fog drifted out from the palace and engulfed the capital. Soon enough the black fog lifted and revealed the ruined kingdom. The two nations reentered the dead kingdom to find it burned to the ground, the earth salted so that no man would ever lay claim to it again. The dead kingdom was purged from their annals, although that never stopped the stories and rumours surrounding the dead kingdom, and of what unholy power had purged the armies of two great and proud nations so profoundly.
Alignment: Corrupted
Reputation: An uncompromising and ruthless ruler, the man who came to be known as the dead king lorded over his people with an iron fist. He had a reputation for using black magic and rumours abounded as to what happened to the prisoners in his dungeon, but he was nonetheless a fair ruler, and no trangression to his people went unpunished. He was a vicious tactician and masterful strategist, leading opposing armies into traps and producing miraculous victories against superior numbers, leaving rival kingdoms with both respect and fear for the black-clad overlord. His people flourished under his rule, even while they themselves cowered under his fearsome reputation.
Appearance:
Tall, lean and pale, with long, dark hair, and with eyes a piercing shade of red. The dead king's overbearing appearance did nothing to dissuade rumors of vampirism, although he himself had always denied those accusations.
Skills: Skilled tactician, and commander, able to read the battlefield and take calculated risks. Has confidence that Takeshi severely lacks. Has knowledge of black magic/necromancy rituals, average (for the time) skill with swords.
@TheRedWatcher what would a trap card look like? I'm thinking I want a lot of them since I'm planning to have a cautious play style. Also, will you be making generic cards that can be put into any deck or are the decks going to all be the same theme?
Oh, and how many duplicates of the same card can we have in a deck?
Anyone remember the period a little after guildfall, when the site didn't have a lot of work put into it, the servers went down pretty often and people were moving out? We waited and waited until boom, Mahz made [s]America[/s] the guild great again. That was about where I left off.
[center][img]http://vignette2.wikia.nocookie.net/villains/images/b/b3/The_Rabbit_of_Caerbannog.jpg/revision/latest/scale-to-width-down/300?cb=20130703144027[/img][/center]
My mistake was trying to take on everything at once (and being cringy as hell but I mean come on). Well now I'm back, and better than ever.
And I'll be damned if I let anything get in the way of having a good time.
<div style="white-space:pre-wrap;">Anyone remember the period a little after guildfall, when the site didn't have a lot of work put into it, the servers went down pretty often and people were moving out? We waited and waited until boom, Mahz made <span class="bb-s">America</span> the guild great again. That was about where I left off.<br> <br><div class="bb-center"><img src="http://vignette2.wikia.nocookie.net/villains/images/b/b3/The_Rabbit_of_Caerbannog.jpg/revision/latest/scale-to-width-down/300?cb=20130703144027" /></div><br><br>My mistake was trying to take on everything at once (and being cringy as hell but I mean come on). Well now I'm back, and better than ever.<br><br>And I'll be damned if I let anything get in the way of having a good time.</div>