Avatar of Takashi
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    1. Takashi 10 yrs ago

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9 yrs ago
Current The open hand can roll the stone that the blade cannot cut.
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By VitaVitaAR

Name: Mihama Yukiko
Age: 14
Gender: Female
Appearance: The scatterbrained witch. She has black hair, light skin, and green eyes. Her outfit is reddish-purple and white.
Items: Her flying broom, chalk, a scrying stone, her all-important hat. The Magic Shop, her family's old business, is an old-fashioned shop sandwiched between newer buildings.
Abilities: Yukiko is a mage, though in her family the women are referred to as witches. She is capable of minor offensive and defensive magic, projecting fireballs or producing a shield, but most of her abilities are utility-based. Causing a broom to fly, transporting and manipulating objects, scrying, she's got a lot of spells to help people out with problems they might be having. Magi in her family are also taught aspects of onmyodo. Yukiko, for example, knows how to use the onymouji practice of using shikigami and blend it with a magi's familiar.
Background: Yukiko is part of the Mihama family, a somewhat old-fashioned family living near the center of the village. Her parents are very loving, but intensely busy. As a result, Yukiko runs the family's old shop, "The Magic Shop", specializing in some magical supplies. But mostly in hiring out the owner to solve various problems. Lost your keys? Need some ghosts dealt with? Have to find your long-lost twin sibling? Need a package delivered? Yukiko's your girl! Speaking of problems, she once ran across a heavily-injured cat, which turned out to be a nekomata. Using onmyodo and mage techiques, Yukiko healed and revived the nekomata and made her into a familiar. The nekomata, usually running around in human form now, has since become her assistant in problem solving.
Other: Yukiko is a happy and friendly girl, full of cheer and an earnest desire to help. She is talkative and and outgoing, always willing to hear what kind of trouble people are having and always willing to give them a hand. This is also, of course, her business, so she has some added incentive there. While she is friendly, she is sometimes easily-exasperated and frustrated, even if she is rather good at problem-solving. This mostly comes out when her catgirl assistant does something particularly unusual or irritating. Yukiko is surprisingly easy to distract and can easily lose trace of important things, like asking for payment after successfully helping someone out with a problem they've been having. It's times like this that it's her assistant's turn to be irritated with her.
How many people are needed before we start?


I think we have enough to start now. Feel free to make a starting post. If not, I'll make one today.
So I went ahead and posted everybody's CS in the Characters section. Regarding Muse's last bell, I think it balances out since it effects the user as well. That being the case, I don't think it's intended use is as an insta-kill, otherwise she would be insta-killing herself.
By Rin


  • Name: Erika Vasory
  • Age: 28 (physically 18)
  • Gender: Female
  • Appearance: Whee. She's about 5'6".
  • Items: Smartphone, MP3 player filled mostly with 90's rock, several books (mostly classic literature, but there's a few trashy vampire novels there she reads for cheap laughs)... Nothing really exceptional or strange, really.
  • Abilities: Erika is a low powered form of vampire (she refers to herself as a "common vampire"), lacking a lot of the traditional abilities that vampires tend to have but also possessing fewer of their weaknesses as a tradeoff. Her physical capabilities are just barely within superhuman range, and her senses of sight and smell are stronger than those of a regular human. Sunlight doesn't particularly bother her (although with her pale she is, she is rather susceptible to sunburn), although she is nocturnal and prefers to operate during the night. Holy symbols and other objects of faith don't repel her, and she can cross running water whilst suffering no ill effects. Decapitation, fire and a stake through the heart can prove fatal to her, but then again those tend to kill most things. Naturally, she needs to feed on blood to survive; however, since it was never specifically stated that she needs to feed on human blood, she has a deal with the local butcher to provide her with pig blood instead. She can eat regular food too, mind you; it provides little sustenance for her, though, and she mostly does so either for pleasure or just out of habit. Vampirism aside, Erika is rather intelligent (although not superhumanly so) and possesses a degree in classic literature (night classes, naturally).
  • Background: For an immortal creature of the night, Erika's past is... Not exactly all that interesting or notable, honestly. Growing up, she was always rather shy and prefered the company of books to other humans, and... Well, that all changed when she was turned into a vampire. She can't exactly remember what happened, or who did it to her, but one night soon after her eighteenth birthday she was bitten and became one of the undead. After initially freaking out about it, she soon not only realized that it changed very little (as she puts it, she just has an inherited medical condition that requires a specialized diet), but quickly broke out of her shell. Possessed of new found confidence, she embraced the night life with relative ease, quickly making up for the lack of social life she had in high school.
  • Other: N/A
By The Muse of Etru

Based on Garth Nix's Abhorsen.

Ezra Damascus


Age: 24

Gender: Female

Appearance: Standing at 5’6”, Ezra is of average height and weight, with her build being considered somewhat lean. Her eyes are a brown dark enough to be black, a color matched by the thick dark hair that falls in wayward waves down her back, just barely passing beyond the waist. Her skin is not merely pale, but is leeched of all color save for the rare blush. A faint mark is always visible upon her brow, but when touched flares to life and emits heat. She is more or less dressed in practical clothing, but the bandolier of bells strapped across her chest is a signature of what she is and is seldom removed or far from reach. A sword lay against one hip and a dagger against the other.



Items: A spelled sword, a dagger, and seven bells. Both of the blades are made to disrupt magic, particularly that which relates to necromancy and the undead. The bells lay across her chest in a bandolier. They are encased upside-down in fitted leather pouches that still the tongues, ranging from the size of a pillbox to that of a jar. They have ebony handles and are each named thusly:

Ranna; the sleepbringer - smallest of the seven, it sounds a sweet, low voice that brings slumber in its wake.
Mosrael, the waker; a harsh, rowdy bell, this bell throws the ringer further into Death as it brings the listener into Life with a seesawing sound.
Kibeth; the walker, a bell of several sounds, difficult and contrary; it can give freedom of movement to one of the Dead, or walk them further into Death. It can turn on the ringer if not controlled.
Dyrim; a musical bell of clear and pretty tone, Dyrim can return the voice to a dead tongue, or still one that moves too freely.
Belgaer; more tricksome than Kibeth, Belgaer seeks to ring of its own accord. The thinking bell and the least used, it can restore independent thought, memory, and all the patterns of a living person or, slipping in a careless hand, erase them.
Saraneth; the deepest, lowest bell – a tone of strength, the binder shackles the Dead to the wielder’s will.
Astarael, the sorrowful; the largest of the seven, this bell is the banisher, the final tone. Properly rung, it casts everyone who hears it far in Death, including the ringer.

Abilities:
Necromancer - Ezra can enter Death at will and can utilize the seven vaguely sentient bells, though she can also whistle, sing, and clap the correct tunes in an emergency. She can control the Dead in all its forms and can create forms for spirits to inhabit.

Mage - She can wield two forms of magic: one that is raw, and the other that has been organized and hemmed in. The first and original magic is powerful and can corrode the user, acting much like an addiction as the user becomes dependent on the power and inevitably succumbs to the darker whims. This particular magic is simply an application of will and strength of character, lest the user be killed in the process. The second form prevents this, but is only available to those baptized into the magic - a matter which requires some purity and judicial use of the free form, since they do not easily blend. With the second form of magic, symbols are whistled, spoken, etched into life, being plucked from the internal stream of magic and formed via vocal cords or sketching them in the air via hand.

Background: Ezra was raised in a monastery whenever her mother wasn’t around to take her on travels. While the place was mostly cold and remote, it was a lovely dream to a child – the haunting melodies, the labyrinthine corridors that led to too many curiously locked doors to ever ignore, and the grand gardens beyond; grand to a child, anyway. Despite being from a long line of voodoo practitioners, Ezra was graciously accepted at the monastery. The hard, rigorous routines taught control and patience enough to master her abilities, though little beyond that was capable of taking root.

The music of the monastery was a part of her, though she could rarely partake. Melodies from a necromancer, by the voice, clapping, or some other tool, all led to very specific ears: those of the Dead. While at first this affinity was amazingly boring because of her surroundings, Ezra was soon allowed her freedom as an apprentice to her mother. She was a blade, sharpened with mage abilities – a clean magic based off an endless vortex of symbols that encompassed life, and a darker one that burned the tongue and charred the spirit if not carefully used. They took jobs, which surprisingly leaned more often towards benevolence where they put the dead back to rest. Although Ezra’s mother was something of a conservative, the younger necromancer was lean and hungry. Controlling the dead wasn’t merely raising mindless zombies – she could build beautiful constructs of earth and blood and bone, far less prone to harm than a corpse, and fill it with a spirit. She could, she soon realized, control vampires.

Being a necromancer is usually a solitary profession, so Ezra was fairly shoved out the door to make her own way in life. Her mother passed on the torch, so to speak. Since then, the young necromancer has been testing her limits more and more. She can’t help but boast that she has made numerous treks into Death, all the way to the last gate – at which point she stopped, not desiring to terminate life prematurely. There’s something utterly wonderful about taking control of what is too often considered a nightmare, like a vampire, and forcing them to walk their way to eternal sleep. Unfortunately, they rarely agree and tend to put up a bit of a fuss.

Other: N/A
By VitaVitaAR

Name: Esfir Borgoslavia
Age: 18
Gender: Female
Appearance: In black and white... and color!
Items: In order to slay monsters effectively, she utilizes a pair of deadly pilebunker gauntlets, capable of releasing enough force to punch holes through steel or even sturdier materials with their intensely sharp stakes. The stakes are forged from an alloy featuring various metals(such as cold iron and quicksilver), as some creatures are more vulnerable to certain materials. The gauntlets can also release small explosions utilizing an inborn magical program, channeling them up the length of the stakes.
Abilities: Esfir fights using an aggressive hand-to-hand style with powerful punches and the occasional kick.
Background: An agent of the organization Amarok, "The Wolves of the Hunt", Esfir is a full-fledged agent and hunter of monsters. As an organization, Amarok is organized across the world, with bases on a vast number of countries. They specialize in the hunting of monsters. The definition of monster that Amarok subscribes to is less iron-clad then one might expect. Dangerous creatures that attack humans, yes, but also more human-like threats... and indeed, humans themselves. If a human acts as a monster, hurting and attacking the innocent, Amarok promptly classes them as a monster and they are hunted. A large number of Amarok's hunters are orphans, and many of these orphans lost their parents to monsters, human or otherwise. Esfir is one of these children. She was only five years old when her home was destroyed and her parents slaughtered. She doesn't remember what did it, but she remembers how alone she was in the aftermath. Trapped under rubble, her body was bruised and battered. She couldn't understand why this would have happened, her mind unable to comprehend how something so terrible could have occurred. For what seemed like hours, she simply laid there in the rubble, feeling like she would die. She didn't understand death, but it terrified her. At least, until her saviors arrived. While they hadn't caught the monster, the Amarok hunters found Esfir, delirious and afraid, and pulled her from the rubble. She was given medical treatment, and when she was old enough she volunteered to train as an agent of Amarok. Now, she hunts monsters like the rest of her organization, determined not to allow there to be another child orphaned by such a thing.
Other: Esfir, at most times, possesses a distant demeanor, hunting as something of a loner. She tends to push others away, wanting to hunt alone. However, she is not completely friendless. In addition, she has a tendency to respond harshly to things that irritate or annoy her, losing her cool demeanor and becoming rather obviously hot-tempered. Most of the things that anger her are rather legitimate, ranging from people being foolish(at least as she sees it) to people being cruel, the latter of which is naturally far more serious. In a fight, she becomes increasingly more aggressive and loud, the only apt description for her attitude in combat being "hotblooded". Finally, one of the things that makes her angry is the fact that she is, well, a sheer cliff in the chest department. If it's pointed out she gets quite annoyed, and she is jealous of girls who possess more... chest-based maturity. In spite of such an embarrassing sore spot, Esfir is a relentless hunter and holds deep loyalty to Amarok as a whole. She is deeply sympathetic to children in most cases, especially those who are orphaned.
Name: Jinichiro Kongetsumaru, or Jin for short

Age: 230

Gender: Male

Appearance: Jin can take on any appearance that he chooses, but these four are his most common:

His "incognito" form is the one he typically takes when he does not wish to be recognized as a fox. However, people who know him generally know this form as well. He never bothered to keep his identity a secret, but he also never bothered to think of a better name for the form.

His "True Form" is his default appearance when taking on a humanoid form.

One of Jin's favorite acts of mischief is flirting with drunk men. Really any men, but drunk men fall for his tricks the easiest. This is the form he uses.

Jin's fox form is his most "natural" form. Aside from taking on a humanoid form, he can transform into a fox. However, he finds it much easier to mess with people when he's able to mingle...

Items: Leaves for his transformation spell. His hoshi no tama, a glass orb that is the source of his power. He usually keeps this in his stomach, but can cough it up at will if he wishes to.

Abilities: As a fox spirit, Jin has physical abilities beyond that of a mortal. He is stronger, more swift, has heightened senses, and has higher stamina than even a physically fit man. He also has claws that can easily cut through an enemy's flesh. He also has a rather fickle intuition for detecting good fortune. His most significant ability, though, is his manipulation of foxfire. Foxfire is a bright blue flame with various illusory effects. He uses the flame to alter his physical appearance, and he can use it to create a variety of images. With the flames, he can also create small wisps, which he can link his senses to and see and hear from a distance. Finally, if provoked to anger, Jin can use his foxfire to burn as a mortal flame would.

Background: Humans often classify foxes with every other mindless beast of the forest, but the truth is that foxes have a certain connection to the spiritual plane. The minds of those foxes that survive long enough will eventually awaken, and they become sentient creatures with extraordinary powers. Jinichiro Kongetsumaru is one such fox. Upon awakening, he longed to be a part of the world of mortals. The creatures were stupid and short lived, but by the gods they knew how to have fun.

His first forays into mortal society resulted in many loyal friendships... which then seemed to end in the blink of an eye as his mortal companions passed away one by one. The pain of loss was difficult for a young spirit like himself to cope with, and he returned to his secluded life in the woods. However, grief passed and he once again took a few tentative steps into the mortal realm. This time, he refused to become attached to any transient beings. He enjoyed himself, made acquaintances, and did as he pleased. This often came at the expense of others. He played all sorts of tricks, bought drinks with money that turned into bark after he left, and was even run out of a few towns that didn't have a very good sense of humor.

Other: While Jin is a trickster, he is not malevolent and only takes part in "harmless" pranks. He despises senseless destruction and is likely to stand up against it. Those that are willing to put up with his antics will also find that is heart is not completely hardened. While he carries an aloof demeanor and would never admit to having made a friend, one would be hard pressed to find a more loyal companion.
Name: Jinichiro Kongetsumaru, or Jin for short

Age: 230

Gender: Male

Appearance: Jin can take on any appearance that he chooses, but these four are his most common:

His "incognito" form is the one he typically takes when he does not wish to be recognized as a fox. However, people who know him generally know this form as well. He never bothered to keep his identity a secret, but he also never bothered to think of a better name for the form.

His "True Form" is his default appearance when taking on a humanoid form.

One of Jin's favorite acts of mischief is flirting with drunk men. Really any men, but drunk men fall for his tricks the easiest. This is the form he uses.

Jin's fox form is his most "natural" form. Aside from taking on a humanoid form, he can transform into a fox. However, he finds it much easier to mess with people when he's able to mingle...

Items: Leaves for his transformation spell. His hoshi no tama, a glass orb that is the source of his power. He usually keeps this in his stomach, but can cough it up at will if he wishes to.

Abilities: As a fox spirit, Jin has physical abilities beyond that of a mortal. He is stronger, more swift, has heightened senses, and has higher stamina than even a physically fit man. He also has claws that can easily cut through an enemy's flesh. He also has a rather fickle intuition for detecting good fortune. His most significant ability, though, is his manipulation of foxfire. Foxfire is a bright blue flame with various illusory effects. He uses the flame to alter his physical appearance, and he can use it to create a variety of images. With the flames, he can also create small wisps, which he can link his senses to and see and hear from a distance. Finally, if provoked to anger, Jin can use his foxfire to burn as a mortal flame would.

Background: Humans often classify foxes with every other mindless beast of the forest, but the truth is that foxes have a certain connection to the spiritual plane. The minds of those foxes that survive long enough will eventually awaken, and they become sentient creatures with extraordinary powers. Jinichiro Kongetsumaru is one such fox. Upon awakening, he longed to be a part of the world of mortals. The creatures were stupid and short lived, but by the gods they knew how to have fun.

His first forays into mortal society resulted in many loyal friendships... which then seemed to end in the blink of an eye as his mortal companions passed away one by one. The pain of loss was difficult for a young spirit like himself to cope with, and he returned to his secluded life in the woods. However, grief passed and he once again took a few tentative steps into the mortal realm. This time, he refused to become attached to any transient beings. He enjoyed himself, made acquaintances, and did as he pleased. This often came at the expense of others. He played all sorts of tricks, bought drinks with money that turned into bark after he left, and was even run out of a few towns that didn't have a very good sense of humor.

Other: While Jin is a trickster, he is not malevolent and only takes part in "harmless" pranks. He despises senseless destruction and is likely to stand up against it. Those that are willing to put up with his antics will also find that is heart is not completely hardened. While he carries an aloof demeanor and would never admit to having made a friend, one would be hard pressed to find a more loyal companion.
<Snipped quote by Cerius>

Um... Isn't the characters tab only supposed to be for accepted characters? At least that's how pretty much every RP I've been in since it was added worked. ^^;


Not sure. But since we're accepting just about anything, we may as well just post them straight into the characters section.

And while we're on the subject of characters, I'll be posting mine soon. Just gotta decide who I want to be...
I don't think it would be an issue as long as the character refers to them as "other worlds," or "alternate universes." And as long as she's not just constantly jumping around all willy-nilly.
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