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Post by Hitotsumami on Oct 14, 2012 21:33:40 GMT -5
[b]Personal Details[/b] Archetype: Name: Nicknames/Aliases/A.K.A.: Age: Date of Birth: Zodiac: Blood Type: Sex:
[b]Appearance[/b] Height: Weight: Physique: Ethnicity: Race: Hair Color: Eye Color: Trademark: Makeup: Physical Description:
[b]Clothing[/b] Style: Material: Accessories: Wardrobe Description:
[b]Family[/b] Mother's Name: Father's Name: Place of Birth: Details of Birth [events, etc]: Siblings: Children:
[b]Status[/b] Citizenship: Current Location:
[b]Occupation[/b] Position Title/Rank: Bounty: Group Affiliation: Enemies:
[b]Beliefs[/b] Religion or Spiritual Path: Politics: Alignment: Ambitions: Other Philosophies:
[b]Personality[/b] Motivations [needs/wants]: Weaknesses or Flaws: Strengths: Dream: What Causes Fear: What Causes Anger: What Causes Happiness: Lessons to Be Learned: Personality Description:
[b]Magic[/b] Type of Magic: Magic Weakness: Magic Description:
[b]Abilities[/b] Hand-To-Hand Fighting Style: Weapon Fighting Style:
[b]Statistics[/b]
[b]Physical[/b] Strength: x/10 Speed:. x/10 Stamina: x/10 Reflexes: x/10 Total Physical Ability: x/40
[b]Mental[/b] Street Smarts: x/10 Book Smarts: x/10 Hand-to-hand Skill: x/10 Weapon Skill: x/10 Tactics: x/10 Willpower: x/10 Charisma: x/10 Perception: x/10 Wit: x/10 Total Mental Ability: x/90
[b]Spiritual Power[/b] Power: x/10 Control: x/10 Reserves: x/10 Total Spiritual Ability: x/30
[b]Other Stats[/b] Luck: x/10
[b]Total Ability: x/170[/b]
[b]Biography:[/b]
[b]Picture:[/b]
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Post by newb23 on Oct 14, 2012 21:37:36 GMT -5
Personal Details Archetype: Assassin Name: West Velare Nicknames/Aliases/A.K.A.: None Age: 26 Date of Birth: August 16th Zodiac: Leo Blood Type: B- Sex: Male
Appearance Height: 6’0” Weight: 175 lbs Physique: Thin/Athletic Ethnicity: Caucasian Race: Human Hair Color: Black hair with green highlights Eye Color: Blue Trademark: Gas mask Makeup: None Physical Description: While not super attractive West is fairly good looking. He has deep blue eyes and a strong jaw line. He is also fairly tan. His hair is usually kept tidy and neat, parting in the middle due to the leather strap as well as poking out slightly near the bottom. Two small scars bare themselves on his shoulder blades as well as one large horizontal one across his belly. His guild symbol is located on the left side of his neck. West is a slightly thin man but that doesn’t mean he lacks any muscles. Indeed West’s body build is fairly athletic.
Clothing Style: Formal Material: Satin/Cotton Accessories: Small sheep bag tied to belt loop Wardrobe Description: Wears a red colored gas mask over his entire face. The respirators are found on the sides. The lenses are yellow and the left one is slightly cracked near the bottom. Several stick figure drawings are painted on the respirators up to the cheeks of the mask while the guild symbol rests in the middle of the forehead. Three leather straps hold the mask in place, two on the sides and one over the top connecting via a metal ring.
The rest of West’s ensemble consists of a long sleeved white button up shirt, covered up partially by a black pinstriped formal vest. A black tie is tucked beneath the vest. The shirt is tucked into a pair of orange dress pants. West also sports a pair of black dress shoes covering black socks. A small plush sheep bag is attached to one of his frontal belt loops. His toy gun along with some sweet rolls are stored inside.
Family Mother's Name: Debra Father's Name: Zachariah Place of Birth: Fiore Details of Birth [events, etc]: N/A Siblings: N/A Children: N/A
Status Citizenship: Fiore Current Location: Fiore
Occupation Position Title/Rank: S-Ranked Mage Bounty: N/A Group Affiliation: Renascence Enemies: None yet
Beliefs Religion or Spiritual Path: Atheist Politics: Not interested Alignment: Good Ambitions: N/A Other Philosophies: N/A
Personality Motivations [needs/wants]: To protect those around him Weaknesses or Flaws: Shy around large groups and unassertive Strengths: Caring and go lucky Dream: Doesn’t really have one What Causes Fear: Large dogs and snakes What Causes Anger: Harm of those he cares about as well as harm to small animals or the sheep bag he has What Causes Happiness: Sweet rolls and small animals Lessons to Be Learned: How to be a little more assertive Personality Description: West is typically shown as child like and somewhat carefree though shy around large groups. West isn’t very loud and has a hard time asserting himself. As such he is normally interrupted or spoken over and doesn’t stand out much. Though charming he has a hard time talking to people though when he does they normally find themselves drawn to him. The usual way for West to meet people is through gambling which West is incredibly good at. When West does make friends he tries his best to keep them happy and will typically blame himself if they aren’t. West isn’t one quick to anger and normally tries to keep a calm demeanor especially in battle though can be driven to anger through harming those he cares about. West doesn’t like surprises and will break his calm demeanor and squeal when one is directed towards him. West has a fear of large dogs and snakes. He enjoys classical music and sweet rolls and doesn’t care much for meat though will eat it if it is prepared to his liking. He also has a soft spot for small fluffy animals.
Magic Type of Magic: Soul Magic Magic Weakness: Larger amounts of the magic take longer to create. Also continuously breathes the magic so must wear the gas mask in order to not harm those around him unintentionally. Soul Crusher - This magic allows the West to use his own soul as a medium for his magic. It allows the West to attack not only the physical body of his opponents but their soul as well. West‘s aura takes the form of blue tinted smoke. This aura can then be molded into whatever West wishes it to be. West’s soul magic has a corrosive effect as if being attacked by acid, eating away at whatever is attacked whether it be flesh or metal or anything else. If West were to create a sword for example they could cut the opponents body as well as their soul. Creating a hammer would allow for the crushing effect on the soul as well as the body. This magic does allow West to create solid objects with it allowing it to act as a defensive type magic if they create a shield. Once the opponents soul has been attacked they experience intense pain and become drowsy and tired.
This magic also allows West to drain the opponents strength, speed, and magical aura and absorb them causing him to become stronger in these aspects. One of the most unique abilities is it’s ability to corrupt another’s soul thereby poisoning their soul and physical body. The poison causes bouts of nausea/vomiting, dizziness, intense pain, blurred vision, and if enough of it is sent into the users body can cause seizures, coma, or even death. This can be done by either touch and transferring the soul magic or by using a soul weapon to “inject” it into the opponent. West can become his aura thereby becoming smoke. He can also fill an area with his aura causing the same effects to an opponent who steps into the room as if they have been poisoned by the aura as well the corrosive effect on their body. If this magic is used against something without a soul it only does physical damage as well as the corrosive damage. West is so adapt at this magic that he can use it as an extension of their own body, using it to pick up or move objects. West can also manipulate a persons emotional state by using his own soul to corrupt theirs. He can also steal the souls of others after their deaths and use them for combat or to increase his own strength, speed, and magical abilities.
West can also see others souls or “auras”. This allows him to see their emotional state. Also if a person is replaced by a doppelganger he can tell due to the soul being different than the original persons. He can also see how strong someone’s magic is based on the intensity of the aura.
Abilities Hand-To-Hand Fighting Style: A self created style consisting of open palm strikes and quick kicks mixed with flips and tumbles Weapon Fighting Style: None really but isn’t above pistol whipping someone.
Statistics
Physical Strength: 8/10 Speed:. 10/10 Stamina: 9/10 Reflexes: 8/10 Total Physical Ability: 35/40
Mental Street Smarts: 8/10 Book Smarts: 6/10 Hand-to-hand Skill: 9/10 Weapon Skill: 8/10 Tactics: 9/10 Willpower: 8/10 Charisma: 7/10 Perception: 10/10 Wit: 7/10 Total Mental Ability: 74/90
Spiritual Power Power: 8/10 Control: 10/10 Reserves: 8/10 Total Spiritual Ability: 26/30
Other Stats Luck: 10/10
Total Ability: 145/170
Biography: N/A
Picture:
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Post by Kyubey on Oct 15, 2012 0:27:24 GMT -5
Name: John Hrungnir Age: 37 Height: 6"7 Birthday: November 16th Build: Muscular Hair: Sleek, black, medium length Skin: Tanned Eye Color: Hazel Guild: Renaissance
Personality: Aloof and intelligent, obscured by a cold and tough exterior. Most of the time he's content with sitting back and listening rather than being an active participant in a discussion, and can be carefree and lazy to a fault at times. When he's working or if he's pressured, however, he will become very serious very fast, and he makes no attempt at hiding his efficient and ruthless nature. He is a pragmatic and manipulative sort of person, and, in spite of how he may act at times, always has a keen eye for detail. In general, he isn't at all fond of friendships that he can't profit from in some way, and has a way of making any given situation work for his benefit. He's a man with plans and secrets constantly brewing in his head, but what's not a secret is his talent for always having something up his sleeve.
Weapons: A dagger he keeps in his back pocket.
Physical Abilities: A simple yet effective fighting style he developed from the years he spent on the street. What his style lacks in flair is made up for with its results, and mostly focuses on overpowering his opponent using swift, powerful blows to the enemy's weak points.
Magic Abilities: Darkness Dragon Slayer Magic: False dragon slayer magic, that forms small quantities of dark matter around the user and can be used as a weapon. With it, John can perform various offensive attacks, as well as cause the area around to go dark, even in broad daylight, but only to a limited extent. His most powerful magical technique is the ability to drastically increase the gravity within a small space around him, effectively placing a large weight on those in range. However, this ability requires a great amount of energy to use.
Appearance: An intimidating, brutish looking man, with a mean, hard look in his eyes and a dominant posture. He dresses casually, oftentimes in little more than a t-shirt and jeans, with big, weighty boots. He has a very dignified jaw, which is covered in perfect stubble.
Background: John came from a family of lower class non magic users. They were never in severe financial distress, but both his parents worked long jobs during the day, and during the few times his father was home, he was often distant and didn't speak much to John or his four siblings. As soon as he was old enough, John began working to provide food for himself, but after his father finally died from excessive drinking, he realized that honest labor wouldn't get him anywhere in life. So, for lack of a better option, John turned to crime. He joined a street gang lead by a small-time mage, and started down a long road of violence and dishonesty. Suddenly, he found he had the tools necessary to satiate a deep greed he never knew he had until he was part of a gang. Everything he could possibly want was at his fingertips, and from that point on, he knew he couldn't go back. Over time, his reputation and abilities as a gangster grew, and he earned a name for himself on the streets. He learned all the necessary secrets of thievery, and discovered he had a certain talent for getting people to do what he wanted. Even his fellow bandits noted his skills, and not just in his technical ability, but also his natural sense for organization and almost buisnesslike methods. A few years after that, he left the gang to try his luck as a solo criminal, and found that he worked even better alone than he ever did with a group, and became a renowned figure in the crime world, specializing in burglary and con artistry. His greatest achievement, however, was the successful theft of genuine Dragon Lacrima, which he, partially out of curiosity, implanted into himself. Now, he had more than just talent, he had real power as well. Over a long period of training he honed his new magical abilities, strengthening himself in the process. The powers of the Darkness Dragon suited him well, and he used it wisely. There was little that he couldn't steal. However, he found that he was still not satisfied. He had grown tired of the criminal's life, and, put simply, he wanted to move on. That was when his attention turned to guilds. New thoughts began brewing in his head. If he was a recognized mage in a proper guild, he could profit greatly from it, with more security than he would ever have on the streets. The possibilities seemed almost too perfect for him to ignore. Without a moment's doubt, he said goodbye to life as a common thief, and set his sights towards something much greater.
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Post by Sprite on Oct 15, 2012 14:55:08 GMT -5
Personal Details[/u] Archetype: The Righteous Youth Name: Puck Mayvill Nicknames/Aliases/A.K.A.: The Blaze Verdant, The Flame of Verdure Age: 19 Date of Birth: January 1st Zodiac: Virgo Blood Type: O Sex: Male
Appearance[/u] Height: 5’9’’ Weight: 159 lbs Physique: Stocky, well built but not too wide. Ethnicity: Hispanic/Asian Race: Human [Dragonslayer] Hair Color: Deep dark emerald green, with streaks of teal and light blue Eye Color: Primarily blue-ish green, but shifts every few seconds. Trademark: His tattoo Makeup: A teal tattoo on his right cheek, comprised of swirls and harsh straight lines. A marking that indicates him as the adopted child of Ysmeraogia, the Dream Dragon. It inspires both calm dreaminess and fiery ferocity. Physical Description:
Clothing[/u] Style: Tribal/Native Material: Woven fibers, rough cloth and dino-leather Accessories: A jade necklace consisting of three talon-like shards of smooth jade strung on a thick cord around his neck. Wardrobe Description: Puck dresses colorfully in greens, blues, and yellows. Starting from the bottom up, he wears tough sandals on his feet with two thick straps to secure his feet into his footwear. On his lower body he wears dark navy pants that start baggy from the waist and proceed to become slim from the knees down. Around his waist he wears a teal sash with a tribal tattoo pattern reminiscent of claw marks and bite marks. On his torso he dons a nearly black, navy tank-top. He wears a yellow and green headband that keeps his hair back and away from his face, bearing a black zig-zag design horizontally across the fabric. On his arms he wears leather bracers that extend from his wrist to elbow, a scale design embellishing the tough material.
Beliefs Religion or Spiritual Path: The Unreal World Politics: None Alignment: Lawful Good Ambitions: A pursuit of personal strength, to find his friends and family. Other Philosophies: The only thing that is real in this world is that which is unreal, the dreams of humanity. Only dreams betray the true honest feelings and thoughts in someone’s tricky heart.
Personality Motivations [needs/wants]: To find his foster father, and to find his dear friends. One lost to memory, one lost to the world. Weaknesses or Flaws: Confrontational nature, coupled with a sight that reveals things that he really shouldn’t be aware of. Adamant and stubborn in his beliefs. Strengths: Steady individual, doesn’t stray from his beliefs and is extremely loyal to his friends and the causes he commits himself to. Dream: To be reunited with his loved one, and to unite all sentient beings through the peaceful commonality of dreams. What Causes Fear: Nightmares, losing his friends, being abandoned. What Causes Anger: Injustice, scoffing at someone’s aspirations What Causes Happiness: The pursuit of one’s hopes, dreams, aspirations, and beliefs. Justice. Lessons to Be Learned: There are those who do not believe in hope or dreams. And they are still powerful, and respectful. Personality Description: Puck despite his youthful appearance, young age, and seemingly boy-ish name is quite mature for his age. Already he seems to know a bit more about the cruelties and harsh truths of reality than someone his age might accept. A slight jaded and cynical sense seems to affect his actions and behaviors, though his good humor and dry playful nature is not yet lost. Strong-headed and brash, Puck enjoys a good brawl just as much as the next fight-head. He is very confrontational and isn’t afraid to speak his mind or make it clear he dislikes someone, though he is always open to change and allow others to change his mind about them. This can become a problem though, since he usually knows a lot more about people than he should or they may want, due to the revealing nature of his magic. It is odd that with his slightly dry, cynical, and jaded nature, that Puck would believe so strongly in the power of mortal dreams and aspirations. He holds tightly onto ideals of Hope, and Justice, and all the things that dry people would normally scoff or scowl at.
Magic Type of Magic: Dream Dragonslayer Magic Weakness: Not that much destructive power, source of food is difficult to attain in combat. Magic Description: Dragon Slayer Magic- Dragon Slayer Magic is a branch of Lost Magic which allows its users to transform the physiology of their body into those of a dragon. As a result of this, those with Dragon Slayer abilities are able to change their body to their own element in both offensive and defensive styles. They can consume external sources of their natural element to replenish their own energy. They are also naturally immune to the effects of their own element that came from both their own person and to those from other sources, but must consume it through their mouths if they are to actually absorb it into their bodies.
Puck Mayvil is the Dream Dragon Slayer, taught this by none other than Ysmeraogia the Dragon of Dreams and Imagination. His ‘element’ is the abstract force of “dreams”. While not visible to most people, the Dream Dragon Slayer gives shape to this immaterial force and concept through his flames, which are primarily a deep emerald in color, but various colors appear in the plumes in a random fashion. Some have described the flames as distracting and vivid, like a firecracker.
The flames of the Dream Dragon burn like any ordinary flame, but instead of feeling pain, those burned by it feel drowsiness, light-headedness, and find their thoughts drifting or erratic. If hit by a strong enough Dream Flame or having too many ‘stacks’ of it applied to them, a target can find themselves falling into a deep dreaming slumber, or simply stuck in a powerful daydream state where their thoughts are so scattered and distracted they can’t bring themselves to control their body as they normally would like to. Many travelers and adventurers have told tales of individuals falling asleep in the warm flames of the Dream Dragon’s breath, only to burn to a crisp in their sleep, unaware of their body dying. Puck’s element being ‘dream’, Puck at the moment can only feast on the dreams of the sleeping, or even the waking should their ‘daydreaming’ be powerful enough. Because ‘dream’ is such an abstract conceptual element, it reaches out into various other facets of the mind such as ‘imagination’, or ‘hope’. Ysmeraogia in teaching Puck warned him that his magic is only limited by his own belief, thereby making the Dream Dragon Slayer both the weakest and strongest slayer amongst mortals.
Those asleep who have their dreams eaten by Puck go from being in a deep sleep to a light sleep where they restlessly sleep dreamless, or they may even wake up should Puck devour their dreams too roughly or too enthusiastically. Eating his respective element of course rejuvenates Puck and bolsters his magical power, his Dream Flames hit harder, burn hotter, and can put people into states of near coma-like sleep or render them like an invalid through sheer scatter-thoughtedness.
Being the Dream Dragon Slayer, Puck enjoys a state of sleep where he can rest more efficiently than most other mortal, a good one or two hours equaling a solid eight for most individuals. While asleep, his physical body rests, while his spirit and mind wander together on an ‘astral’ plane of dreams where he can float about as an immaterial body and visit the slumbering worlds of dreamers. While awake he can also ‘see’ the dreams of people when they are asleep, or merely thinking. In combat he can physically grab, push, or shove the dreams out of an individual should they manifest strongly enough such as in deep slumber, or moments of great emotion/inspiration in the individual. They appear as fluffy nimbuses of green energy that Puck claims taste like the sweetest marshmallow.
Abilities Hand-To-Hand Fighting Style: Puck is a master of hand-to-hand combat, fighting in a primal and bestial style that relies on instinct and sheer physical ability. This makes sense, seeing as Puck was trained and raised in the harsh wilds of a strange plane by the king of the animal world, a dragon. He is not the strongest physically, but his quick wits and speed allow him a fighting style that complements his brand of Dragon Slayer magic perfectly. He incorporates extremely dynamics movements, attacks, acrobatics, and a general animate nature that embodies the concept of his magic, he fights like a fleeting and vivid dream born from imagination. Weapon Fighting Style: None
Statistics
Physical[/u] Strength: 7/10 Speed: 10/10 Stamina: 10/10 Reflexes: 8/10 Total Physical Ability: 35/40
Mental[/u] Street Smarts: 4/10 Book Smarts: 6/10 Hand-to-hand Skill: 10/10 Weapon Skill: 0/10 Tactics: 8/10 Willpower: 10/10 Charisma: 9/10 Perception: 10/10 Wit: 5/10 Total Mental Ability: 62/90
Spiritual Power Power: 7/10 Control: 6/10 Reserves: 10/10 Total Spiritual Ability: 23/30
Other Stats[/u] Luck: 5/10
Total Ability: 125/170
Biography: Puck doesn’t remember any of his life before being adopted by Ysmeraogia and taken to live with him in the Unreal World, the plane of dreams. The dragon himself was born from the collective dreams, hopes, aspirations, and imagination of the universe’s living beings, and whenever Puck asked of his own origins, the dragon merely replied that Puck had been born from Ysmeraogia’s dreams of having his own child. Satisfied with the answer, Puck lived happily and contentedly with the Dream Dragon in the hazy yet fantastic and ephemeral Unreal World. Having been trained since a young age, and been constantly exposed to the Dream Force that permeated the atmosphere of the Unreal World, Puck progressed rapidly in his training as the Dream Dragon Slayer. While his contact with other humans and both mortal and immortal beings was limited to their dream selves occasionally wandering into the Unreal Plane, Puck did two friends that he considered older brothers and his best friends. One of them is naught but a hazy image and a small collection of indistinct memories in Puck’s mind. As hard as he might, it is all he can do to remember the ‘image’ of his precious friend, though every other detail and memory of that time he spent with his friend is crystal clear. The other friend that Puck had was older than him by a good five or six years, and had just as much a hand in raising him as Ysmeraogia. The adopted child of the Galaxy Dragon, Cosmologia, who happened to be a good friend and confidant of the Dream Dragon. The two grew up together, and Puck always recalls fondly that his older brother had ‘the biggest, grandest dream’ he had ever seen. Around the time Puck became 16 however, Ysmeraogia and Cosmologia, as well as all the other dragons seemed to depart. Leaving their respective children with nothing more than a lifetime of fond memories and a powerful Lost Magic. For a while it was only Puck and his two childhood friends. One of them just seemed to vanish from their lives, only Puck seemed to hold vague memories of the dear friend, Cosmologia’s son didn’t have the faintest clue who Puck kept yammering about. And eventually Cosmologia’s son followed in the dragon’s footsteps and left, boasting about a lifelong quest to go and save the universe from an impending threat. And with that, Puck was alone, to the present day he kept fond memories and thoughts of his two friends and his parent, certain that they were all alive and happy somewhere out in the world. And seeing as he was still alive, on the same planet, he could only assume his older brother was succeeding in his life long quest.
Picture: HITO DRAW ME
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Post by CJ on Oct 15, 2012 16:41:55 GMT -5
Name: Xing Qi Ruby (pronounced: Zing Chi Roo-bee) Age: 18 Height: 5'4" Weight: Underweight Birthday: July 31st Build: Stocky, like a young boy Hair: Dark red Skin: Pale Eye Color: Jade green with no pupils Guild: ---
Personality: Quite unlike a distant relative of hers, Xing Qi finds comfort in getting to know others. She's rather caring, though she may appear selfish or rude to those who do not know her. (More will be added as character is played out.)
Weapons: Does a walking cane count as a weapon?
Physical Abilities: Imagine a small woman with a limp trying to hit a person with a fragile cane and you have Xing Qi's physical abilities.
Magic Abilities: Xing Qi specializes in Holder Magic, particularly Celestial Spirit Magic. She is looking for the 12 Golden, Chinese Zodiac Keys, said to be owned by her ancestor, Joan Ruby. She possesses two currently.
Key of the Year of the Snake
- Slithering Sleep: Puts the summoner and those of lesser magic power than the summoner to sleep. It will make all others drowsy. This technique can only span fifteen feet and will affect the summoner if he or she is caught inside it.
- Shake Rattle: Snake will emit a loud noise, waking people from sleep/comas, or effectively cause a distraction. This technique will not affect those of higher magical power than the summoner.
Key of the Year of the Horse
- Equestrian Travel: The Horse carries the summoner and two other people of the summoner's choice up to forty miles per hour. This method of travel can be used up to three hours and will instantly stop upon an outside attack.
- Equestrian Kicks: The Horse physically attacks those around him with obnoxious kicks. These are slow attacks that likely need further assistance to strike opponents with magic higher than the summoner's.
Key of the Year of the Monkey
- Monkey's Paw: The Monkey can raise up a human or creature from the dead. This can be any corpse currently on the field or one from his own arsenal.
- Chimpanzee Strength: For a minute, the Monkey can take on inhuman strength, enough to throw a lower ranked mage through a wooden building.
Xing Qi can only summon spirits twice per day. This ability will increase by one per two gained summons (or significant amount of time in thread). Celestial Spirits may only use two techniques per thread/day. For example, Snake may use Sleeping Snake twice but then will no longer have Shake Rattle as an available option. The technique count will increase once per thread (or significant amount of time).
Appearance: At first, Xing Qi's body type could mistake her for a young boy. Her voice and mannerisms soon reveal her gender, however. In a world full of voluptuous women who regularly loose their clothes in battle and participate in bathing suit modeling competitions, she is an anomaly.
She wears teal and jade traditional robes and a decorative hat that makes her appear to be some kind of prince. Her hair is separated into two long sections that fall in front of her ears with the rest flaring out in a shorter fashion in the back.
Xing Qi always carries a walking cane with the image of a dragon twisting around it in brilliant red and blue. Her mobility is impaired by a limp. She can only run for short intervals and will often fall behind if she has to travel with others. She seems not to be troubled by her disability but merely sees as something that is a part of her.
Background: Xing Qi is the great great niece of infamous dark mage, Joan Ruby. In the wake of Fable's fallout, the Ruby family abandoned magic and sought to establish themselves as normal people who nothing to do with criminal activity or dark magic. Her father and mother were accountants and financial advisers. She was advised to never seek out magic lest she be compared to the ancestor their family fought so hard to be separated from.
After a sudden fall from a second story window as a child, Xing Qi permanently damaged her leg and developed a permanent limp. It was the nail in the coffin for any pursuit for magic but nothing that stopped her from living a normal life.
But one day Xing Qi was cleaning out her family's storage. She came across a small box that sprung open at her touch. It contained two golden objects that she recognized as Joan's Chinese Zodiac keys. She hid them from her parents, knowing they would do anything to be rid of them. Summoning one of the spirits, the Snake, it informed her she and Horse had been left there to aid anyone magically qualified to succeed Joan Ruby.
Xing Qi almost put the keys back where they were until Ram informed her that society's interpretation of her former master were incredibly skewed, that there was more to her story than people knew. Intrigued enough, Xing Qi embraced the chance to leave a financial future and sought out the newly forming Renascence Guild to seek out answers and find the rest of the Chinese Zodiac keys.
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Post by Kuro on Oct 15, 2012 16:55:41 GMT -5
Name: Dofun Gofundo Age: 22 Height: 5'10 Weight:Birthday: March 24 Build: He is very skinny; one could call him "lanky". Hair: He has a lot of hair, all of which is blonde that is so light it is very close to white. His hair is styled into several, rather thick braids that reach towards the shoulder area and each have a round bell attached to the end of them. Skin: Pale; one can easily see the veins and the such underneath the skin, making him seem sickly. Eye Color: A bright red. Guild: At the beginning, none. Personality: Dofun is, first and foremost, a clown of the highest standard. He treats very few things as seriously as he should, and actively tries to be as silly as possible, despite how obnoxious this may make him. He is full of jokes and is very optimistic, sometimes to an unrealistic and annoying degree. He absolutely loves comedy and tries his best to use it to bring a smile to everyone's face, as long as he doesn't think that person is a poopy-head. He does not always, or even half of the time, act according to the rules and preferences of society, preferring to mock such things and make sure everyone knows just how silly they are. He is not sadistic, but his sense of humor can sometimes be unsettling to others...After all, not everyone thinks it's funny to see someone smashed through several floors of a building. Weapons: Dofun carries with him an absolutely massive hammer that shouldn't logically be held by anyone of his build and stature. The long, thin handle is five feet long, almost as tall as he is, and the actual hammer part is so large it seems more like a comical prop. The hammer part between the two flat, round ends (both of which are made of iron in contrast to the strange plastic/rubber, toy-like material of the rest of the hammer) is curved inwards, not a straight cylinder between the two ends. The hammer is actually two hammers put together and can be split into two, with each half having one large, iron end for pummeling. The two hammers are actually hollow inside, and the iron ends act as lids that can be opened. Inside the hammers are his collection of comedy materials, such as confetti, horns, and pies. This hammer was a prop that he had used back in his circus days, and he has kept it with him ever since. The only modifications were to have the ends become hard iron. Physical Abilities: Because a large part of his large hammer is hollow, he is able to carry it around with ease and can most certainly run with it. He has an average speed, but can jump much higher than the average person and has exceptional acrobatic abilities. His strength is weaker-than-average, although he knows how to use that hammer well. He has much more endurance and energy than the average person, but is a little less intelligent than most people. Magic Abilities: Mimic Magic - With this magic, Dofun is able to copy someone's magic if he sees such magic with his own eyes. He can only copy one magic at a time though, and he cannot "store" magics inside his memory; if he sees fire magic and then copies the fire magic and then copies some other magic, he cannot use the fire magic again until he sees fire magic and chooses to copy it. How long one can use the copied magic depends on the power of the magic and the skill of the user; for example, if one were to copy some sort of uber-magic and was a novice magician themselves, then the copier would not be able to use such uber-magic for very long, although the copier WOULD be able to use it regardless of any training required for such magic. Appearance: He wears a white mask that covers the entirety of his face and has a black vertical line going straight down the center of the mask. The eyes of the mask are two black crescents with the outward bulge pointing up and the mouth is a black, larger crescent with the outward bulge pointing down. Together, this makes a smiley face of sorts and the mask is perfectly symmetrical about the black, vertical line. He has the braided-bell hair mentioned above, and his collar has several ends and extends beyond his shoulder and down his chest, with each end having a round bell at the end. The collar is purple while his shirt is bright yellow with green lines running down its chest, back, and slightly poofy sleeves. From the knee and down, his pants suddenly change from well-fitting to ridiculously large and poofy. These pants are sky-blue and have a strange, purposeful, exact cuts that run down the entirety of the pants and show off the bright-red interior. He wears white gloves and bright-yellow, pointy shoes that each have a round bell attached to the point. Background: Dofun Gofundo, which was not his birth name but shall be treated as such for this background tale, was born to two circus performers: One an acrobat and one an ice magician. The two circus performers were happy to have such a child and planned to have this child be a fellow performer, although it took some debate to agree to what the child should actually perform. The child tried acrobatics and was good at it, but not as good as his acrobatic mother. When his father taught him about magic, however, the child caught on quickly. In fact, the child made a block of ice the moment when the father did so in front of him. This unbelievable talent was quite a surprise, and led the father to believe that the boy would grow up to be an amazing ice magician, just like his father. However, there came to be a day where the boy saw a fire magician cast a small spell or two near the circus. Dofun cast a small fire spell when the fire magician did so, and showed it to his nearby father. The father was astounded and thought his boy to be a prodigy. The father told him to perform ice magic next, and even perhaps cast ice and fire magic together! Dofun tried...but to no avail. At that moment, all he could cast was flame. The father was confused and angered by the development, and tried to make sense of it when Dofun saw another magician cast a small spell, this one electrical. The boy cast a similar spell in front of his father in an attempt to make him happier, but it only served to make the father even more perplexed. An idea forming in his head, the father cast an ice spell in front of the boy and asked him to copy it. The boy did. The father told the boy to look at the fire mage and copy his spell. The boy did. Same with the electricity. After spending the next few days in research and asking for information, he finally found the answer: His boy had a talent for Mimic magic, a rare magic that many (such as himself) had not heard of. When the father revealed this to the ringmaster, the ringmaster put the boy to work immediately and touted him as the One and Only Copy Clown, the boy able to copy any magic and be better then the original in every way while making people laugh. In reality, the boy simply cast spells that were more impressive in appearance than power, but still, people paid. Oh yes, people paid, they paid a lot. The ringmaster was rolling in moolah by his new attraction, and he wanted to wring every single coin out of it. Dofun liked his performances at first, especially since it made his circus parents proud and he loved the sound of laughter and applause, but over the years he became uncomfortable for a variety of reasons. For his entire life he had lived with the circus, and as he saw so many people from around the world come in to watch him and so many mages come in to test him, he wondered about the world out there. He wondered about the outside and what beauties it beheld. Of course, there was also the fact that his parents had died in his teenage years due to poor health and the fact that ever since said death, the ringmaster had become even more ruthless in making as much money off of Dofun as he could. He was essentially a slave-driver and beat the weak, scrawny boy whenever he complained, since the boy did not always have magic at his disposal. One day, a fire magician came to play with the Copy Clown. This one was like many others, a mage who wanted to show that he was much better than any Mimic. The fire magician was tough and unforgiving in his spells and spared no expense at showing up the clown. Even in terms of spells that simply looked good, the fire mage had him beat. As the pitiful performance went on, the clown got more and more nervous. The audience began to boo, the ringmaster was yelling at him, the fire mage was being relentless, he was failing, he was failing everything and disappointing his parents and ruining his world he was doing so horribly he just wanted it to all stop! The ringmaster was set on fire and the fire mage received an unexpected fireball to the chest. It was not supposed to be an actual fight, yet the audience all began to scream and point at the horrifying display before them. The clown cowered and whimpered as the boos, not laughs, turned into screams and accusations and they pointed their fingers at him, the mages of the audience were coming down to fix it they were coming to punish him just like the ringmaster he had to get out of there he had to he did! The clown high-tailed it out of there, he ran away as far as he could from the circus, never looking back at what was once his fun, colorful home. Eventually, he changed his name into Dofun Gofundo and wondered what to do with his life. He did a few sideshow acts here and there to get by, but he couldn't bring himself to work in a circus again. Now, he wanders about and although his horrible experience at his circus has twisted his personality, sense of empathy and sense of humor, he still tries to bring a smile to every face he sees.
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Post by Hitotsumami on Oct 15, 2012 22:30:38 GMT -5
Personal Details Archetype: Hero Name: Elrond Vir Nicknames/Aliases/A.K.A.: Elrond the Star Changer Age: 30 Date of Birth: October 15 Zodiac: Libra Blood Type: A Sex: Male
Appearance Height: 6'4" Weight: 155 Physique: Regular Race: White Hair Color: Red Eye Color: Green Trademark: Stone Staff he keeps strapped to his back Makeup: Renascence Guild Symbol tatooed on his back Physical Description:
Clothing Style: Warrior Mage Mix Material: Cloth, leather Accessories: Shark tooth necklace Wardrobe Description: Elrond wears a regular Blue shirt with a pair of dark green jeans. On his back is a long flowing cape and his stone staff strapped tightly. He wears thick boots on his feet. Vials of different mixtures hang from his sides along with many different pouches.
Family Mother's Name: Elverand Vir Father's Name: Devern Vir Place of Birth: Fiore Details of Birth [events, etc]: A shooting star shot overhead when he was born Siblings: None Children: None
Status Citizenship: Current Location: In an empty plot of land
Occupation Position Title/Rank: Guild Master Bounty: None Group Affiliation: Renascence Enemies: None
Beliefs Religion or Spiritual Path: Astrology Politics: None Alignment: Good Ambitions: Discovering the secrets of the path and making a future for his guild. Other Philosophies: Have open arms for everyone who needs a home.
Personality Motivations [needs/wants]: Create the best Guild in the world and learn about his great great grandfathers forgotten Guild Fable. Weaknesses or Flaws: Too trusting Strengths: Has a large array of powerful magical abilities Dream: Discover the truth of the past What Causes Fear: Being alone What Causes Anger: Seeing people being bullied or hurt What Causes Happiness: Talking with his guild Lessons to Be Learned: The path to knowledge is not an easy one Personality Description: A carefree and happy individual who puts others above himself and takes pride in his work and his friends. He always wants to be at the top and take all of his friends there with him. When in trouble, he'll fight seriously and to the best of his ability for his friends.
Magic
Main Type of Magic: Earth Magic Magic Weakness: Water Magic Description: Earth Magic give the user to have completely control over all things earth and all things from the earth, such as stone and metals.
Minor Type of Magic: Primordia Magic Magic Weakness: None Magic Description: Primordia Magic is an ancient Lost Magic that is extremely rare. The user of this type of magic has the ability to move things and create things at the atomic level. With this kind of ability, the user can also change the makeup of things to a limit, or even create dangerous circumstances by using atomic fusion and fission.
Abilities Hand-To-Hand Fighting Style: Above Average in fighting ability Weapon Fighting Style: Elrond carries a stone staff that in itself doesn't have any special abilities.
Statistics
Physical Strength: 10/10 Speed:. 10/10 Stamina: 10/10 Reflexes: 10/10 Total Physical Ability: 40/40
Mental Street Smarts: 7/10 Book Smarts: 8/10 Hand-to-hand Skill: 10/10 Weapon Skill: 9/10 Tactics: 9/10 Willpower: 10/10 Charisma: 10/10 Perception: 10/10 Wit: 10/10 Total Mental Ability: 86/90
Spiritual Power Power: 10/10 Control: 8/10 Reserves: 10/10 Total Spiritual Ability: 28/30
Other Stats Luck: 10/10
Total Ability: 164/170
Biography:
Elrond Vir grew up hearing stories from his grandfather about his great great grandfather: Validus Vir. He heard of an amazing Mage, a powerful man who created a wonderful guild and fought off many evils of the world up until their guild disbanded. However, one thing Elrond never found out was what happened to Validus and his guild, Fable.
When Elrond was young he discovered he had a very powerful and very rare ancient magic. It was a magic called Primordia Magic, a Lost Magic with the ability to alter things at the very lowest levels of reality. He first discovered the ability when he turned a stone in his hand into water before his own eyes.
Elrond knew he had something special and he showed his parents, who were not mages themselves. He was told he should not use magic, especially that kind of magic, and it was because of magic that the family stopped using it all together. It was just something too powerful to be controlled. Being regular citizens is the way one should be. Leave the magic to others.
But Elrond couldn't do it. He searched his attic and storage for anything on Validus and what could have happened to him. Through all of his searching however, he found nothing. Eventually, his grandfather passed away, being the last one to perhaps know anything of Validus, and Elrond was left in the dark to the past.
As he grew older, Elrond left his parents, telling them that he would follow in his elders ways, the way of magic. He would create his own Guild, a good Guild, and one day find the secret that his grandparents could never tell him.
And so, at 18, he set off. He participated in many different Guilds, growing in ranks in each before leaving on long journeys. He joined and left many guilds. Each one was important to him, but he still didn't feel at home.
Eventually, he decided with his combined knowledge over the years, he'd create his own Guild, Renascence, and finally complete his dream.
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Post by Shark a' Pult on Oct 15, 2012 23:17:34 GMT -5
Personal Details
Archetype: Dirty Merc. Name: Alden Lesage Nicknames/Aliases/A.K.A.: Mage Hunter Age: 23 Date of Birth: May 7th Blood Type: AB Sex: Male
Appearance
Height: 5'10" Weight: 150-ish lbs. Physique: Lean Race: Human Skin Color: Caucasian, dirty Hair Color: Brown, messy, medium length Eye Color: Brown Trademark: Seems to perpetually have a toothpick in his mouth. Any time he moves suddenly, he leaves a trail of dust. Makeup: A lot of dust and dirt from his travels. On his left forearm, has a crude marking of what appears to be five poorly represented figures, one of which has been crossed out. Physical Description: Because of the nature of his work, Alden spends much of his time traveling in hostile areas and landscapes, waiting for and tracking people. It is not often that he gets a chance to clean himself or his clothes, or even get new ones. As such he has the dirty, unkempt and weather-worn look down to a T. Assuming one were to tie him up in a bath house, go over him with a fire hose a few times and give him several good scrubbings, you might just find a not-at-all bad looking young man. As if that would ever happen though, and it's not like he would ever set about it himself.
Clothing
Style: 16th century soldier/mercenary Material: Cloth, leather, some metal Accessories: Loop of rope on his hip, and a few small pouches hanging along his body holster. Wardrobe Description: Quite simple given the lifestyle he leads. A moss-green sweater, beige cargo pants, tan metal-plated boots. As well, a brown travelers cloak tied around his neck and shoulders. Lastly a plain morion (conquistador's helm) he usually has on his head. There are other minor things, such as the magic items previously listed, as well as a belt and a body holster for his sword and to hang his shield on. Of note that overall he sticks to the same clothes mostly in his travels, so everything he has is quite dusty and worn, threadbare in places even. This serves to explain how he is generally dirty-looking, as though he just walked out of a sandstorm.
Occupation
Position Title/Rank: Mage Hunter Bounty: None Group Affiliation: N/A Enemies: Theoretically, mages everywhere. In truth, probably only mages who have drawn somebodies ire.
Personality
Motivations: To make a living out of his profession, to get what he needs out of it and build a reputation till he can follow his dream. Weaknesses or Flaws: Despite his experience in hunting and fighting them, Alden has a hard time comparing with mages. Being that he really is just a normal human, were it not for his stolen magical items, then chances are he wouldn't be able to stand against them at all. Whether he realizes this or not is unclear, but he clearly doesn't acknowledge his weaknesses and bears more than a few magical scars, as well as a number of items lost or destroyed in his travels. Strengths: Probably Alden's greatest strength is his determination. He's never thought of giving up, no matter how many times he's been beaten down by magic, and going through this over and over through the course of several years, not only has he gotten pretty tough but he's become thoroughly experienced in dealing with all types of people and all types of magic. As well, given his complete lack of magic, there's no hard limit on the kinds of magic objects he can wield as well as being exempt from any sort of magic that would affect mages. Dream: To finish off his list. What Causes Fear: Being unprepared for a situation. This is liable to cause panic. What Causes Anger: Being impeded in his actions by things like laws or social constraints. As determined as he may be, he isn't a lawbreaker. What Causes Happiness: The hunt, and the payoff. Lessons to Be Learned: The magical superiority complex he so despises goes both ways, and in the same way he doesn't like people looking down on him, he in turn looks down on people even if he thinks it's justified. Personality Description: Confident, capable, resourceful. Alden has been through quite a lot to get where he is, and he's learned a lot more from it. He's got his goals in mind, he knows how to reach them, and he's not in the least bit afraid to do so. Never once has he let the fact that he has no magic at all in a magical world stop him, and he doesn't plan to. That he hunts people who can bend reality to their will, just makes it that much more of a challenge. There was a time where he used to be bitter and hateful of people who possessed magic, and lived with a chip on his shoulder for it. After overcoming what he perceived to be handicaps though, he's more or less out of that phase; he's so far beyond being a brooding emo kid who was bullied by mages. Now he's made a living out of hunting them and is in the phase of being a badass normal.
Magic
Type of Magic: None Magic Weakness: N/A Magic Description: None whatsoever. Alden relies entirely on the magical items he has looted in his profession and travels. Magic Items: Along with some basic weapons like a common broadsword and shield, Alden has a few notable items of power which he has claimed from various mages, most of whom he has taken down.
- Crane's Fists; a pair of metal gauntlets used by the famous archer Crane, who could recall arrows loosed from his mighty bow, regardless of the distance traveled. The gloves allow the user the recall the last object they came into contact with, similar in style to a boomerang. - Grier's Sight; a collapsible spyglass belonging to Grier the Traveler, who was rumored to have walked between cities in a matter of seconds. By looking through the spyglass one can view faraway places, and will soon find themselves actually there. - Strands of Avelynn; a lock of hair belonging to Avelynn the Stormhearted, a mage so powerful she was said to have slain a god of storms. The hair continually generates fresh, clean water, and is stored in a bottle for safekeeping. Depending on how the bottle is handled, the force of water generated can differ. - Aether-lock Rifle; Alden's first weapon and that which he is most proficient with, a pneumatic gun designed to fire specialized anti-magic rounds. Because of their size they are not powerful enough to forever rob a mage of their abilities, something like a cannon would be required for that. Instead, the idea is to nullify a mage's magic for a short period of time, that would allow for them to be dealt with like a normal opponent. The way this is done is by "locking" their powers within an item they posses. The more important the object is to the person or the more they use it, the longer they will be powerless to the anti-magic effect. Eventually their magic will return, but assumedly this would be after they have been detained, meanwhile the item their powers were constrained to maintain that power to no detriment of the mage themselves. In effect, the simplest explanation is that the rounds force the target's body to make a copy of their powers within an object. This can of course be a problem if the target does not really posses any objects on their person they consider important. Or, like, they're naked or something when they get shot. Appearance-wise the rifle is most similar to a Jezail.
Abilities
Physical Abilities: Only about what could be expected for someone of his build and age. He's pretty adaptable though, having to deal with all sorts of different challenges when hunting mages. Hand-To-Hand Fighting Style: Only about enough to carry himself in a barroom brawl. Weapon Fighting Style: Using the magic items and trinkets he has looted off of targets, Alden has become quite proficient at utilizing them as best he can. When all else fails, he always has his gun to fall back on.
Statistics (5 being average)
Physical Strength: 5/10 Speed: 5/10 Stamina: 6/10 Reflexes: 6/10 Total Physical Ability: 22/40
Mental Street Smarts: 7/10 Book Smarts: 5/10 Hand-to-hand Skill: 5/10 Weapon Skill: 10/10 Tactics: 7/10 Willpower: 8/10 Charisma: 5/10 Perception: 7/10 Wit: 5/10 Total Mental Ability: 59/90
Spiritual Power Power: 0/10 Control: 0/10 Reserves: 0/10 Total Spiritual Ability: 0/30
Other Stats Luck: 6/10
Total Ability: 87/170
Biography:
Much of Alden's early life was spent in poverty, trying to scrape together a living in the southern lands of Desierto. Life was hard but harder still mages ran amok, doing what the please and taking what they wanted. Whether this was an accurate portrayal of the time and place is unclear, but that is definitely what Alden experienced and how he remembers it. Even amongst his own age group he was pretty heavily bullied, and he often got in fights just trying to stand up for himself and protect what was his. Alden got used to being knocked down to the dust, and all in all lived a pretty bleak childhood, leaving him bitter and carrying a chip on his shoulder towards mages. It made sense then that to improve his lot in life, he wound up working with some pretty bad groups. At the bidding of various mob bosses he was tasked as a simple debt collector initially, finding people who owed this and that. To help with this he was provided with a crude anti-magic weaponry and made to get good at aiming.
Eventually through enough work, Alden had moved beyond debt collector to a full on manhunter, tracking down people who were wanted for the wrong reasons. He could never call himself a lawman or a vigilante, as he wasn't hunting wanted criminals to try and clean up the crime scene; he was only in it for the loot. Not even the money so much, that he could call himself a bounty hunter even, as most of the people he tracked did not have bounties on their heads. Winning some of his battles, losing others, in time Alden became quite good at what he did and found less and less of a gap between himself and mages. So faded the bitter, moody child, and with it the hate of all things magical. Now able to call himself on par with a few of the people he once loathed, Alden knew that were he in their position from the start, he likely would have acted the same way. They were just people like him, trying to get ahead in a tough world, doing what they could to make a living themselves. Only, they had their magic to rely on. Something, he found, that many relied on too much.
Eventually he got good enough that he no longer needed the bosses or the mob he had been tied to for so long. Gathering his possessions, he busted a few faces to make sure he was understood, then left everything behind and traveled to new lands. Heading north, Alden became a mercenary, wandering around to wherever there was work needed doing. He saw much during this time, did much, and met many new people. In particular, in the land of Stella he came across another mercenary in a similar position as he. A man by the name of Rouen, only this fellow was a full on mage. Able to set aside any past misgivings, Alden worked with the man in the mercenary business and the two soon became not only a formidable fighting force, but the closest of friends. Though they didn't always work or travel together, they often ended up crossing paths time and again, long enough to cause quite a stir. Eventually the two of them decided to tackle the greatest challenge they could think of, and began the hunt for the most dangerous mage known to either of them.
Setting off on the trail, they found their way to land of Fiore and its many magical guilds and inhabitants. In tracing leads, they found their way to a powerful storm mage by the name of Avelynn. Though this was not their target, she was merely another obstacle on the path. Like many before they would track this person down and detain them, for whoever's toes had been stepped on by the mage, and in the process they might get a step closer to their bigger target. They expected another mage who ran a little too wild, and would be a pushover between the two of them. What they got was a beat down unlike any other. Very nearly killed, Avelynn opted to spare the two mercenaries when she learned what their overall goal was, for she too was tracking the same person. It took some time but the trio managed to bury the hatchet, and made an agreement; to find out about their target, track them, and take them down together. And so the little band of wayward hunters grew by one more, though the amount of work they could complete reached a whole other level.
Currently, the trio have split up once again to each cover as much ground as they can, and find any leads on their target. Though they remain in Fiore, this is bound to change if the trail leads them to lands beyond.
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Post by Mise™ on Oct 19, 2012 16:53:13 GMT -5
Personal Details Archetype: Hero's Descendant Name: Terry June Nicknames/Aliases/A.K.A.: Jupiter, JπT Age: 24 Date of Birth: Sixth of June Zodiac: Gemini Blood Type: B+ Sex: Male
Appearance Height: 177 cm (5'10'') Weight: 81 kg (179 lbs) Physique: Fit Ethnicity: Mix of Caucasian and native American Race: Human Hair Color: Naturally his hair would be brown, but Jupiter has dyes his blue. Jupiter's hair style is moderately tall Mohawk, which makes him look taller than he actually is. His head is shaved bald from the sides. Eye Color: Brown Trademark: None Makeup: None Physical Description: Fairly average
Clothing Style: Punk Material: Leather and worn cloth Accessories: Jupiter almost always wears a pair of dark sunglasses. These also double as perception glasses as Jupiter has a poor eyesight, something he is not too open about. He doesn't like to wear regular glasses, due to them making him look 'uncool'. Wardrobe Description: Jupiter basically always wears a black biker jacket, with his trademark 'JπT' in the back written in stylized blue text. The jacket is mostly kept open, which reveals his quite plain light brown t-shirt and a simple blue scarf. He also wears dark blue pants, which appear to be quite cheap and old, in contrast to his obviously custom made jacket. He has a brown leather belt, with a unnecessarily large novelty buckle that is made out of cheap plastic that is colored to look like gold, but really doesn't do very good of a job at that. The buckle's design is very simple it's just round, where someone, most likely Jupiter himself, has carved the words 'JUPITER' in it it with very crude letters. From the belt hangs a small leather bag which holds all of the Jupiter's trademark marbles. The bag is enchanted with magic and thus can hold more marbles than it would seem from outside. To finish the outfit Jupiter has a pair of black of shoes.
Family Mother's Name: Velda June Father's Name: Alexis June Place of Birth: Northern Fiore Details of Birth [events, etc]: - Siblings: - Children: -
Status Citizenship: Fiore Current Location: Fiore
Occupation Position Title/Rank: Freelance Mage (at the start) Bounty: Why is this even in the Fairy Tail profile? Group Affiliation: None Enemies: None in particular
Beliefs Religion or Spiritual Path: - Politics: - Alignment: Chaotic Good Ambitions: To escape from poverty and then live a good life. Other Philosophies: -
Personality Motivations [needs/wants]: That make his name known and earn some money to support both himself and his parents. Weaknesses or Flaws: Very hasty and stubborn at times. Strengths: Brave and easily motivated. Dream: - What Causes Fear: Unknown What Causes Anger: Quite a bit of things, Jupiter has rather short temper and is easy to anger What Causes Happiness: What ever he does, all that matters is that he succeeds Lessons to Be Learned: ??? Personality Description: Rough life has made Jupiter grow up quite rough himself and he might not be the easiest kind of person to deal with. He isn't really a bad person, but more of an odd and quirky one. For some reason Jupiter likes to try to be cool and show-off, though this doesn't always go quite as he plans. He is a real hard worker, something he has to do to support himself and his family. Due to never receiving proper education he might appear a bit simple at times, especially mathematics are hard for him, however even when he has no clue what he is doing he is good at faking confidence.
Magic Type of Magic: Marblemancy (at least that's what Jupiter himself calls it) Magic Description: Jupiter's magic is as basic as it gets. He uses magical marbles, popular toys among kids that have magical powers. With magical energy one can control them and fly them around, like simple telekinesis. Basically anyone with even a little magic power can do this. Jupiter however has put them use as weapons and with his expertize with them he can control dozens of them at once and even shoot them out like bullets. Magic Weakness: Most notably the marbles are just toys they aren't really made for battling. It's also extremely draining to use them like this, only someone with unusually large magic reserves, like Jupiter, could pull that off. The effective range to control the marbles is roughly ten meters, they can be shot further away, but Jupiter won't be able to recall them until getting close enough. Their defensive uses are also very limited. An enemy could capture the control of these marbles by touching them and releasing their own magical energy into them, however in the heat of the battle this is very inconvenient and unlikely.
Abilities Hand-To-Hand Fighting Style: Brawling Weapon Fighting Style: See magic.
Statistics
5 is average
Physical Strength: 6/10 Speed: 8/10 Stamina: 9/10 Reflexes: 8/10 Total Physical Ability: 31/40
Mental Street Smarts: 9/10 Book Smarts: 2/10 Hand-to-hand Skill: 7/10 Weapon Skill: 9/10 (marbles) Tactics: 7/10 Willpower: 9/10 Charisma: 8/10 Perception: 7/10 Wit: 10/10 Total Mental Ability: 68/90
Spiritual Power Power: 7/10 Control: 8/10 Reserves: 11/10 Total Spiritual Ability: 26/30
Other Stats Luck: 4/10
Total Ability: 129/170
Biography Jupiter is descendant of the mage Saturn, most notably known to be part of the famous guild Fable. However Jupiter doesn't think too highly of his great-great-grandfather and from what he has heard that Saturn was nothing but a pitiful drunk, who drank away all of his fortune, only leaving behind a small box that no one had been able to open.
Terry June was born to a very poor family in northern Fiore, near the border of the kingdom in an area known for it's poorness. All the way from his early days he had to struggle to stay alive and was quite small as a kid due to not eating well. One beacon of light to young Terry was that, at the age of 12, he discovered out he was able to use magic. That was something neither of his parents could do. In fact only one in the family line that was known to be able to use magic had been Saturn. Not only was he able to use magic his magical reserves were enormous, over 10 times of the average, just like those of his ancestor. With magic Terry's parents told him that he could escape the poverty and thus becoming a mage was an obvious choice of career for him. One thing Terry decided that he needed was a cool sounding mage name, Terry didn't just quite cut it. After a while he ended up calling himself 'Jupiter', which stuck and today many people think that it's his actual name. There was one problem for young Jupiter and that was that he needed was to learn some sort of magic so that he could make use of his abilities, but had no one to teach him a school of magic so all he could do was to figure out a style for himself, which was hard for someone with no real education whatsoever. One day Jupiter was playing around with a magical marble he had found, which he could float around with his magical abilities. Young Jupiter found that quite amusing. Then he accidentally flung the marble and ended up broking a window. Of course the kid got in trouble from this, but he also figured out that he could use these marbles as weapons and his school of magic and so he did. It wasn't easy for him to gather enough of these marbles to actually wield them as weapons, due to his background, but then one day he was ready and became a freelance mage. He was 15, close to 16, years old when he took his first job as a mage, completed it and earned some money. It wasn't what he should have gotten from the job he did, but it was still a lot of money to him and used it to buy more marbles and other supplies. For the next few years he did many jobs as a freelance mage and earned money to support himself and his parents, making significantly more than both of them combined. But even then the money he got still wasn't enough. Unknown, freelance mages just didn't get paid quite what you would expect and on top of that Jupiter was awful at any sort of business, something many of his customers took advantage of. Recently Jupiter had found out that mages in guilds earn significantly more money than he does and is looking to join one, not really knowing too well what he was getting into.
Picture
Coming someday, maybe, probably not.
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Gale
Cabin Boy
[D3v:GaletheForgotten]
Posts: 13
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Post by Gale on Nov 12, 2012 14:30:06 GMT -5
Archetype: Hero Name: Talavon Strange Nicknames/Aliases/A.K.A.: Talavon the Man of Many Faces Age: 25 Date of Birth: October 23 Zodiac: Scorpio Blood Type: O- Sex: Male
Appearance Height: 6'7” Weight: 176 Physique: Very physically fit Race: White Hair Color: Orange Eye Color: Black Trademark: Various masks on the side of his head, as well as, his kanabo. Makeup: Physical Description: Talavon is a incredibly handsome man and is considered some what of celebrity in the land of Fiore. Because of his various times being on the cover of Mage Weekly. His hair is a deep orange color, medium length and fashioned in large slicked back spikes. His eyes shine with the intensity of newly cut emeralds, that greatly accentuate his strong, masculine features. Talavon has completely flawless, tan skin that show off his muscles quite well. He completely ripped every muscle in his body being very defined. He has burn scar on his left shoulder blade.
Clothing Style: Mage Material: Cloth, leather Accessories: A gold medallion with the symbol of cardinal direction. Wardrobe Description: Talavon wears a emerald green three quarter sleeved button down shirt. That is almost left completely unbuttoned showing off his pecs and abs. He wears a pair of black pants held up with a white sash and tucked into hard brown leather boots. On his back is his kanabo which his held by a large brown strap. Finishing off his outfit is a golden medallion on long gold chain and as always a mask is always located on the side of his head.
Family Mother's Name: Alessandra Strange (deceased) Father's Name: Balthazar Strange (deceased) Place of Birth: Fiore Details of Birth [events, etc] Siblings: None Children: None
Status Citizenship: Current Location: Wherever the wind takes him
Occupation Position Title/Rank: For you to decide Bounty: None Group Affiliation: For you to decide Enemies: The Black Star Guild
Beliefs Religion or Spiritual Path: The Guardians Politics: None Alignment: Chaotic Good Ambitions: Although he knows it seems cliche he aspires to be a truly powerful mage. Other Philosophies: Everyone has a direction you must go. You might not like it at first but you have to follow the path.
Personality Motivations [needs/wants]: Same as ambitions Weaknesses or Flaws: Likes to operate on his own rules. Doesnt like authority. Strengths: Controls a very powerful magic, great hand to hand skills, and is very pervasive with a pure silver tongue. Dream: To find all of the Guardian Masks. What Causes Fear: Talavon greatest fear is being forgotten and leaving this world without leaving his mark. What Causes Anger: Innocence being harmed What Causes Happiness: Being adored and praised by others. Lessons to Be Learned: To not be as shallow and egotistical. Personality Description: A very happy person Talavon can always been seen with a large smile on his face. Waving at passing people and signing autographs for his fans. From being in the lime light for most of his teenage and adult life he does have a ego. In battle he likes to toy with his opponent ,but the moment a ally or a innocent bystander is harmed he will attack with everything he has.
Magic
Main Type of Magic: Faces of Many Magic Weakness: Without a mask he has no other form of magic to use. Magic Description: Faces of Many is a Holder Magic and is branched off of Requip magic. At this time Talavon is the only known user. This magic allows him to store masks in a pocket dimension and call them forth at any time. Each mask holds its own unique ability and varies in magical ability.
The Mask of the Oni King: This mask looks like the face of a typical oni with large teeth and big tusks. This mask is one of Talavons favorites for getting in close and doing some damage. This mask greatly increases his physical abilities especially his strength. Ramping it up to gigantic proportions and with his already impressive strength makes him hard to stop with this mask.
The Mask of Ceryneian: This mask looks like the face of brown buck with large gold antlers. The main use of this mask is for speed. So Talavon usually just uses it to dodge and travel.
The Mask of the Black Warrior: One of the five Guardian Masks it looks like the face of a black snapping turtle. One of the abilities this gives Talons is the ability of hydrokinesis and limited invulnerability. This mask slows him down alot though.
The Mask of the White Tiger: The second of the five Guardian Masks it looks like a roaring white tiger with purple stripes. This mask gives Talon the ability of geokinesis and the ability to turn his body into a steal like substance. The downside is it effects his mind with bloodlust making him much more feral.
Abilities Hand-To-Hand Fighting Style: Above average Weapon Fighting Style: Fights with a great skill with a kanabo which can break through most armors and weapons.
Statistics
Physical Strength: 10/10 Speed:. 8/10 Stamina: 9/10 Reflexes: 9/10 Total Physical Ability: 36/40
Mental Street Smarts: 4/10 Book Smarts: 8/10 Hand-to-hand Skill: 8/10 Weapon Skill: 10/10 Tactics: 8/10 Willpower: 9/10 Charisma: 10/10 Perception: 10/10 Wit: 8/10 Total Mental Ability: 76/90
Spiritual Power Power: 10/10 Control: 8/10 Reserves: 9/10 Total Spiritual Ability: 27/30
Other Stats Luck: 8/10
Total Ability: 147/170
Biography:
Talavon was born to Balthazar and Alessandra Strange the Guildmasters of a very prominent guild in Fiore called The Black Star Guild. Talavon grew up around mages and was completely amazed by the magic around him. At the age of 6 his parents started training him in the ways of a mage. Unfortunately it seemed that he wasnt compatible with either of his parent particular brand of magic. Thats when he found the ways of the Faces of Many. Quickly he started climbing his way up the ranks of the guild. Ten years later at the age of 16 he was easily one the strongest in the guild. Everything was great until power corrupted another man.
Monroe Velure was the second in command of The Black Star Guild and the only other S-Rank of the guild. One day Monroe discovered a lost magic and instantly decided that he was capable of making the guild better. Bringing some of the darker members of the guild with him he attacked the Guild house. Killing Balathazar and Alessandra returning from a mission Talavon witnessed his parents death. In complete rage Talavon attacked with full force trying to do everything in his power to rip the murder limb from limb. He was soundly defeated... Beaten, heartbroken, and Guild mark burned off Talavon did the only thing he could think of. He ran as far as he could.
Years later Talavon just traveled and trained. Doing his best to get as strong as possible, so that one day he could take revenge on the ones that murdered his parents.
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King
Cabin Boy
Posts: 9
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Post by King on Nov 30, 2012 2:05:11 GMT -5
Archetype: Hero Name: Breda Mallenhardt Nicknames/Aliases/A.K.A.: Breda "the strong" Age: Mid 20's Date of Birth: July 1st Zodiac: Aquarius Blood Type: O Sex: Female Allegiance: Chaotic good Personality: At first glance, Breda is an imposing woman. She is somewhat elitist and dislikes seeing any display of weakness. Being raised in a brutal environment has caused her to become fairly detached from her emotions. However, some who are close to her have claimed that she indeed does have a conscience, and is capable of kindness. Once she's softened up to someone enough, she is capable of showing a great deal of empathy and friendliness. History: Breda's parents died in a sandstorm when she was very young. She was soon afterwards kidnapped and sold as a slave. Her homeland's government was corrupt, and therefore overlooked the crimes of slavery by the high class. She, along with the other slaves were forced to perform grueling labor on constructing monuments for the wealthy. She was physically quite weak, and thus incapable of pulling her load most of the time. Breda was tormented by the others for her physical frailty. She was eventually taken in by a few older slaves, who frequently protected her from the more harsh actions of the slavers, or even other slaves. One day, however, she collapsed from exhaustion, and saw a vision. It was of a powerful warrior who's strength and skill were unparalleled. The vision spoke to her, telling her that she was destined to become a mighty warrior. She quickly realized the warrior in the vision was herself. After the incident, she unlocked her magical abilities. In her spare time, she honed her magical abilities, as well as honing herself physically. She soon looked forward to the labor, as it allowed her to test out her growing strength. The slaves watched as the previously 'weak little girl' grew into a paragon of strength and stamina. Soon she could do the work of three men, then five, then ten, then twenty. Eventually, she was able to escape, as well as free her fellow slaves. She would soon seek to join a powerful guild. Magic: Fight Magic Breda was able to use an original form of magic to hone her own physical attributes. Fight magic allows her to increase the strength of one or more attribute at a time, (such as making her punches strong enough to break through a marble wall) Picture: See attachment Attachments:
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Post by Kuro on Jun 14, 2013 22:59:45 GMT -5
Personal DetailsArchetype: Mad King Name: Solaeus Telleon Thyraneus IV Nicknames/Aliases/A.K.A.: The Never King Age: 92 Date of Birth: Zodiac: Blood Type: Sex: Male AppearanceHeight: Hunched back puts him at 5'11", if he could stand up straight he would be 7'0". Weight: Not much. Physique: He is a hunched over, decrepit old man whose veined hands shake whenever they move. He's thin as bones and his ancient, pale skin doesn't make him seem very alive. Ethnicity: Caucasian Race: White Hair Color: White from old age. Eye Color: A faded silver, almost looking like he's blind. Trademark: His grand, oversized robes, or his crown, or his staff. Makeup: None, unfortunately. Physical Description: His robes are gold and white with velvet insides. His staff is golden as is his crown. The small orb levitating inside the top of his staff is red. The sashes he has about his body are red as the sash around his waist. However, all of these colors save for the staff and crown are dull and faded. The staff and crown are still shining and gleaming. ClothingLook above. Once, they were the markings of a wealthy, royal man. Now they look like old parchment, taken out of some forgotten chest in a shack. StatusCitizenship: Citizen. Current Location: Wandering. OccupationPosition Title/Rank: Used to be a very rich man who was practically a king. Now he's a penniless vagrant. Bounty: None. Group Affiliation: None. Enemies: BeliefsReligion or Spiritual Path: Politics: Alignment: Ambitions: Other Philosophies: PersonalityMotivations [needs/wants]: Wants to have power again. Weaknesses or Flaws: Blinded by ambition and greed. Arrogant. Strengths: Cunning, relentless. Dream: To be a king. What Causes Fear: Failure, loss. What Causes Anger: Failure, loss. What Causes Happiness: Power, riches, to be admired and respected and loved. To see his enemies crushed underneath his heel. Lessons to Be Learned: Personality Description: He is an old, bitter man who can't see past the past. He had power, riches, and the respect of all his peers. He lost it and he will do whatever he can to get it back, not caring that it is impossible and pointless to do so. He was once a brutal, fearsome creature with an army under his command. Now, he is but a shade of that being, a vestige of his glory that refuses to move on. He has never forgotten what he once had or what he once was, and he is loath to recognize any weakness in his now infirm form. He acts as he sees fit; people used to bow before him and beg him for mercy, so why should he go by the standards and rules of any inferior insect? MagicType of Magic: Light Magic.Magic Weakness: Dark Magic. Magic Description: His light magic consists of beams, lasers, and explosions of pure energy, which he can manipulate at his command. He can also make shields of energy or blind his opponents. AbilitiesHand-To-Hand Fighting Style: None. Weapon Fighting Style: The bottom of his staff is like a stake, sharp enough to stab someone. The top of the staff might be able to cut or stab someone, barely. The heavy, golden staff can be used as an effective blunt weapon. StatisticsPhysicalStrength: 2/10 Speed:. 2/10 Stamina: 4/10 Reflexes: 8/10 Total Physical Ability: 16/40 MentalStreet Smarts: 4/10 Book Smarts: 10/10 Hand-to-hand Skill: 0/10 Weapon Skill: 4/10 Tactics: 8/10 Willpower: 7/10 Charisma: 2/10 Perception: 4/10 Wit: 5/10 Total Mental Ability: 44/90 Spiritual Magical PowerPower: 7/10 Control: 9/10 Reserves: 8/10 Total Spiritual Magical Ability: 24/30 Other StatsLuck: 4/10 Total Ability: 88/170Biography: Solaeus Telleon Thyraneus IV was born to Kelling Reyes Thyraneus III and Saness Lean Thyraneus II, king and queen of the country of Thyran, as the younger sibling of Neos Exen Thyraneus. Despite their parent's attempts at creating good, responsible heirs, both Solaeus and Neos grew up to be known as the royal brats of the kingdom. Behind their backs, the royals whispered of how they were rude, selfish, and vicious. They were mean-spirited and whenever some upstart royal did not whisper their insults quietly enough, the two would take their revenge. As children, they did this by spitting in their food or staining their clothes. As they got older, they humiliated them in court or framed them for minor crimes. After spiteful act over spiteful act, it was said that the only people they liked were each other. Solaeus was raised to be the aide and steward of the throne, but that did not bother him. He did not dream of being a king; no, that was a destiny for his older brother. He hoped to one day be an advisor who would have power over his king and royal court, ruling in secret while his brother enjoyed all of the perks being a figurehead. In his mind, it all worked out for him and his brother. After all, he deserved the power more than his idiotic brother. Neos was his brother and only friend, and he was tolerable and all, but he could never be as good as Solaeus. He could never be as smart, wise, or even handsome. He didn't know how things worked in the castle. Neos was raised as a king, but Solaeus was raised as the one knowing the secrets and workings of the kingdom. He was the one who knew how to make things work, especially towards his own ends. Neos was now 32. Solaeus was 29. Quite frankly, Neos had grown up. Neos had become king some time ago. He began as selfish, but as he saw the people of his kingdom come to him with worries and sorrows that he could have never imagined, problems that he never had to even think of doing, he was touched. He never knew. He never knew about all of this. As his kingdom had suffered, he had seethed over petty insults. As he had grown, he had cared about seeing his people happy. As king, it was to be his duty. Solaeus saw the people come before his brother in court, but he didn't go out nearly as much as his brother did. He didn't see the poverty in alleyways and the starving citizens. He didn't see crime in the streets. He saw pathetic little urchins and farmers begging for help and mercy in the court, leaving stains all over his gleaming floors. He was disgusted by the sight, preferring to live in his fine wines and vast riches. He ignored the troubles of the common people and held no obligation to them. As Neos became more and more generous, Solaeus became more and more assured that Neos was becoming weak and naive, easier to manipulate for his own purposes. One day, it all stopped. Neos confronted his little brother in his room, away from prying eyes. Neos came with a gentle voice and a warm heart. Solaeus looked at his brother with a raised eyebrow and confused voice. Neos told Solaeus that he had come to see more and more of his younger brother's work in the kingdom, and it was not for the good of all. He noticed shady deals, blackmail, oppression. He said that he remembered the days when the two of them were mean little things, caring only about themselves. But those days were over. It was the future now, and they were in power. For the good of the people, for the good of others, they had to let go and use this power for something besides themselves for once. Please. Solaeus could only gawk at him. Was he insane? He said his thoughts on how his brother was even stupider than he had thought. He had become naive! Did he think that the kingdom could be sustained by hopes and good dreams alone? No, his brother said gently, never shouting. But Solaeus wasn't working for the kingdom. He was working for himself. Solaeus shouted now, screaming now. He told his brother of every insult he could think of, every insult he had ever stored up over the years. He shrieked at him, a child again, yelling at his older brother. But Neos was no longer a child. He could only look at his brother with tears in his eyes and sigh. Solaeus was banished one month later. Neos had secretly given him a grace period in which he would see if Solaeus would change after their "talk". He didn't. He would forever hate himself for doing it, but there was no other way. Solaeus was banished to his own little palace, a mansion of sorts where he could live comfortably, but away from the kingdom. But for Solaeus, it was never enough. It would never be enough. He put all of his money into building a private army with which he would take back his kingdom. He would put it back under his control, figurehead or no. It didn't take long for him to amass the forces with which he would take back control. He attacked his homeland, setting fire to the homes of his people. He had always learned magic as a hobby as advisor, and now he used it to crush his brother's soldiers. It was a long and bloody fight, and in the end the kingdom was ravaged. But Neos won, in the end...if "won" was the right word for it. Solaeus had left too much destruction in his path to power. Solaeus was brought before his brother, the younger brother in chains and snarling, foaming at the mouth, on his knees. He spat at his older brother, shouted every curse at him, his eyes bloodshot and his entire body writhing. It was the worst thing that Neos would ever see, a sight he would see in his nightmares everyday. His greatest failure. He ordered for his brother to be executed before the entire kingdom in a public event days from then. But he underestimated Solaeus's magical ability. He killed every guard in the prison and released all of the prisoners out of spite before escaping himself. He couldn't set foot in Thyran any longer, not until he could build an even bigger and better army. But now he was without any influence, wealth, or power. His name was reviled all over the kingdom and others. His connections meant nothing now. If he was going to survive, he had to be anonymous and...nothing. He had to be nothing. And he hated himself for it. For the rest of his life, he hated himself for it. 92. No army. No money. No power. Whenever he looked in a mirror, he could only see one thing about his life. He was nothing.
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Post by Shark a' Pult on Jun 15, 2013 23:57:31 GMT -5
Personal Details
Archetype: Unwilling Leader Name: Maven Gilavar Nicknames/Aliases/A.K.A.: Guild Master Age: 19 Date of Birth: April 18th Blood Type: AB Sex: Female
Appearance
Height: 5'4" Weight: 120-ish lbs Physique: Slender Ethnicity: Caucasian Race: Human Hair Color: Brown, medium length Eye Color: Green Makeup: Just the basics Trademark: Chewed fingernails Physical Description: Average in all the ways a person can be, there is nothing too remarkable about Maven, at least physically. Her hair is naturally fairly wavy, and frames her face.
Clothing
Style: Stylish common Material: Cotton, wool, conventional textiles Accessories: Earrings, a pair of glasses for reading things far away, family locket, guild master ring Wardrobe Description: Maven tries to dress stylishly as according to magazines she gets mailed from the capitol. As such she also tries to order clothes from there every once in awhile, but even when she has them, the bleak northern climate at the border means she can't wear such attire often. Typically when going about town she just wears a dress or a skirt, with leggings and big thick boots, and a jacket or a sweater. If it gets really cold, she'll put on an overcoat with pants and maybe a scarf or a hat.
Family
Mother's Name: Illora Father's Name: Simon Place of Birth: Fiore Details of Birth: Maven was born along with her twin brother, though their mother died in childbirth. Siblings: Torryn Children: None
Status
Citizenship: Fiore Current Location: Dunwald
Occupation
Position Title/Rank: Guild Master Bounty: N/A Group Affiliation: Legend, Dunwald's City Watch Enemies: Anyone who is an enemy of Fiore
Beliefs
Religion or Spiritual Path: Goes to church sometimes, when she's not busy. Politics: She supports the King of Fiore and the Magic Council. Alignment: Neutral Good Ambitions: To be accepted into a prestigious university to further her field of study. Other Philosophies: There was a time when Maven, like her father, had very strong convictions and beliefs. After all she has seen though, and after becoming her own person overtime, she has started down the path of creating her own life in which the influences of the past have very little influence upon her. Unfortunately the things she had been taught never really proved to be true for her, so she has ended up adopting simple philosophies typical to other commoners like her.
Personality
Motivations: Maven has a need to live her own life, rather than the life people want her to live. Weaknesses or Flaws: Because of her need to distance herself from the perceived role she is supposed to have, oftentimes she will go as far as displaying almost dangerous levels of negligence in relation to her duties. Strengths: Despite the reluctance she shows towards her position, she still has a strong grasp of the ideals of the guild, and a secret love of the town. Dream: To successfully pass along control of the guild to a suitable replacement, so she can live her life without constraints. What Causes Fear: Shadows of the past. What Causes Anger: When guild life interferes with her normal life. What Causes Happiness: Self accomplishments. Lessons to Be Learned: You cannot create a life for yourself or live it, without responsibility. Personality Description: Maven is not so very different from other young women of her age, in terms of interests, beliefs, and lifestyle. Perhaps she is a bit out of place as she identifies more with a lifestyle of the capitol rather than Dunwald, but she fits in fairly well enough under the descriptor of "average". While she acts as the established and accepted Guild Master of Legend, she has few interests or ambitious which relate to the guild in any way. Certainly she does not regret its role in her life, but she surely wishes that she was not the Guild Master. More and more as her personal and professional lives diverge, she finds the requirements and responsibilities of being a master of a magical guild, are beginning to trespass into and impede her personal life. At the present time she is caught between the duty to her "family", and her own personal ambitions and dreams. As such, she can seem very terse in her dealings with the guild, and can become quite annoyed when the duties interfere with her everyday life.
Magic
Type of Magic: None Magic Weakness: N/A Magic Description: Maven is the black sheep of her family, in that she was born with no magical powers whatsoever. This was something of a surprise given that every member of her family were all mages of great power.
Abilities
Hand-To-Hand Fighting Style: Like every man and woman between the ages of 16 and 50, Maven is eligible for conscription to the Dunwald City Watch and the border guard as an extension. As such, through various training sessions along with other residents of the town, she has been taught the basics of hand to hand combat. Weapon Fighting Style: As above, since she has been trained alongside most every other citizen of the town, Maven knows the basics of weapon handling.
Statistics - 5 being average
Physical Strength: 4/10 Speed: 4/10 Stamina: 4/10 Reflexes: 4/10 Total Physical Ability: 16/40
Mental Street Smarts: 4/10 Book Smarts: 8/10 Hand-to-hand Skill: 2/10 Weapon Skill: 4/10 Tactics: 2/10 Willpower: 2/10 Charisma: 2/10 Perception: 5/10 Wit: 5/10 Total Mental Ability: 34/90
Spiritual Power Power: 0/10 Control: 0/10 Reserves: 0/10 Total Spiritual Ability: 0/30
Other Stats Luck: 5/10
Total Ability: 55/170
Biography:
Despite herself being quite unremarkable, Maven was raised under very remarkable circumstances. Though she was born devoid of any magic whatsoever, she grew up in a highly magical environment surrounded by numerous and illustrious magical users. Due in part to the fact that she was the guild master's daughter, she was never really overlooked, and for the most part was included in the regular antics of the guild. As such, not only did she have more experience and involvement than most commoners had in their entire lives, but she also was not distrustful or afraid of magic like many people were. Her father Simon, was especially fond of her, and always ensured her that her lack of magical capability made her no less capable at doing anything than anyone else. Happiest were the days, when Maven was at the guild with her father and the various members, living together as a family.
Unfortunately this could not last forever. When she was the age of ten, Legend became the victim of an unprovoked attack by another guild, Flint Ocelot. With the help of her brother whom secretly had betrayed Legend for unknown reasons, Flint Ocelot managed to engage the guild in a bitter Guild War with secret provided knowledge it shouldn't have had. The result was that Legend was decimated almost to a man; by the time the Magical Council intervened and the smoke had cleared, only five members of the guild remained. Comparatively, Flint Ocelot had fared quite well, though at the intervention of the Magic Council they were branded a dark guild (for breaking the ban on Guild Wars) and forced to flee the land as outlaws. And so Legend weathered the conflict and stood victorious, but at what cost? The guild survived only by the skin of its teeth, and so many had fallen for just that. Chief among them, Simon, Maven's father and the Guild Master.
Typically the guild would have just been forcibly disbanded, but for its many years of long service to Fiore, it was allowed by the Magic Council to posthumously remain an active guild (at least in name). In effect the guild was more or less absorbed into the border guard of Fiore, allowed to retain its holdings and continue recruiting. As Maven had been carried to safety by a guild member during the conflict, and was the only living member of her family suitable for the role, she was made the official Guild Master of Legend until a suitable replacement could be found. Unfortunately since the guild was reduced to only five members, and only two of them chose to actually remain with the guild, this meant that Maven would remain the Guild Master indefinitely while her traitorous brother was eventually hunted down by the authorities and imprisoned along with many of the now renamed dark guild of Crimson Ocelot. Ironic, how Maven with no magic to speak of whatsoever, would eventually inherit Legend instead of her brother with his own vast magical capabilities.
Despite her role as the leader however, things had changed for Maven. The guild was no longer a place of happiness and family, but of emptiness and despair. For her, Legend had truly died in the Guild War, and what continued after was only Legend in name. Almost as if the guild was cursed, it never truly recovered and even with active recruitment, guild membership never reached more than ten after the war. As such, because of its now limited influence and capabilities, the guild was forced to change the way in which it operated. Before it was a task handling force like any other magical guild, dealing with magical problems and jobs which people needed solving. Now though, it really only served the purpose of helping to bolster the border guard and to deal with any sort of magical threats it might encounter. Because of this, the guild was only more unlike what Maven was familiar with, and while she remained the official Guild Master she effectively turned control of Legend over to the few remaining members so that she could pursue her own interests. Before, her whole life was Legend, but with it gone now she had to create a new life of her own. As such she began her studies and followed her ambitions, becoming less and less invested in the guild.
Whereas before she was just the sad, unfortunate daughter of the deceased Legend guild master Simon, eventually she became the stable, accomplished young woman she is today. Maven Gilavar has her own life now, largely separate from the guild and though once Legend was her whole life and she would place it above all else, nowadays she can find little in her new life to place it above. Having learned and studied for a profession as the Fiore equivalent of a civil engineer, she has been researching different schools, institutes and universities to apply to in order to further her ambitions. It might be that soon, she applies and gets accepted to one such school, and thereafter will have cut Legend out of her life entirely. Perhaps if she saw the guild again as it once was her priorities would change, but ever since the war, Legend has been nothing more to her than a painful reminder of a past she could not escape. Soon she may have that chance to escape it, and there are few reasons if any, to keep her in Dunwald and remaining with the guild.
Until that time however, she continues to perform the necessary functions and responsibilities of a Guild Master, spending what she believes to be her last remaining days in Dunwald as uneventfully as possible. What little time she does still spend at the guild, she has been strangely reminiscent as of late, spending time with the few remaining members in trying to remember the past in as good a light as possible.
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Post by Mise™ on Sept 7, 2013 2:32:34 GMT -5
Personal Details Archetype: Foreign Knight Name: Zêl Zhauvre Nicknames/Aliases/A.K.A.: Liquid Blade Age: 27 Date of Birth: 29th of January Zodiac: Capricorn Blood Type: AB- Sex: Female Appearance Height: 168 cm (5'6'') Weight: 61 kg (136 lbs) Physique: Fit Ethnicity: Aryan Race: Human Hair Color: Blonde Eye Color: Bright blue Trademark: - Makeup: Light makeup Physical Description: Zêl is what most would consider an attractive woman. She has a very good posture and her skin is of very light color. Her hair is around shoulder length and well kept. Clothing Style: Knight from a faraway land Material: Various Accessories: A silver necklace that shows a picture of the Goddess, with a long hair and a long dress, holding earth on her left hand and the sun on her right hand. Wardrobe Description: Zêl is most commonly seen wearing a darkish green light armor that is made out of very unusual leather-like and flexible material found in her homeland and looks more like normal clothing than a piece of armor. Due to it's lightness it can't defend from heavier attacks. The armor covers most of Zêl's arms though not her hands as that would interfere with her magic. She has small iron bracers covering both of her wrists. She also wears a dark gray pants and long, brown, hard leather boots. Wears a brown leather belt that holds the sheath for her rapier, hanging on the Zêl's left side. The sheath is made out of leather and is colored green. The sword's hilt is visible and is of yellow brownish metal and has a fancy design. The belt has three small pockets for storing items as well as a small knife hanging from it, to be used as a tool, instead of a weapon. Occasionally Zêl wears a long dark, bluish green cape that covers her whole body, expect for her head. Family Mother's Name: Âe Zhauvre Father's Name: Ginj Zhauvre Place of Birth: Yerwa Details of Birth [events, etc]: - Siblings: Lêw Zhauvre (sister), Jion Zhauvre (brother) Children: None Status Citizenship: Yerwa Current Location: ? Occupation Position Title/Rank: Unemployed Bounty: - Group Affiliation: - Enemies: - Beliefs Religion or Spiritual Path: Keian, the state religion of Zêl's homeland. Politics: - Alignment: Lawful Neutral Ambitions: - Other Philosophies: - Personality Motivations [needs/wants]: ? Weaknesses or Flaws: Co-dependent, not good at making decisions by herself. Not used to social situations. Strengths: Disciplined, obedient, reliable and highly professional Dream: ? What Causes Fear: ? What Causes Anger: Gets very angry at herself when failing. Doesn't easily get angry to others. What Causes Happiness: Succeeding in her missions Lessons to Be Learned: To be more self reliant Personality Description: A hard trained soldier that lacks her own identity. Needs someone to give her orders as that's how she is trained. As she has never left her homeland Zêl often times gets surprised or even confused by things she sees. Magic Type of Magic: Smelting Magic Magic Weakness: If careless with it's usage can cause more harm than good. More of an utility magic rather than a combat magic. Magic Description: On touch allows the user to quickly heat and cool down various metals to the point of solid metals turning liquid and vice versa, though touching hot metal will burn the user as well. Larger objects take longer to heat than smaller ones. Abilities Hand-To-Hand Fighting Style: Military martial arts Weapon Fighting Style: Liquid Sword style - With her unique magical rapier, Koril Ewa, Zêl, with her magic, is able to turn the blade into liquid and solidify it at will, but the handle ignores her magic is and is unaffected. The handle also resists the heat so even when the blade is boiling hot Zêl won't burn her hand. The sword resonates with Zêl's magic in a special that allows it to produce more steel, which can be used to enlarge the blade, for example. Statistics Physical Strength: 7/10 Speed: 8/10 Stamina: 7/10 Reflexes: 8/10 Total Physical Ability: 30/40 Mental Street Smarts: 1/10 Book Smarts: 6/10 Hand-to-hand Skill: 7/10 Weapon Skill: 9/10 Tactics: 3/10 Willpower: 2/10 Charisma: 4/10 Perception: 7/10 Wit: 4/10 Total Mental Ability: 44/90 Spiritual Power Power: 3/10 Control: 7/10 Reserves: 4/10 Total Spiritual Ability: 14/30 Other Stats Luck: 4/10 Total Ability: 87/170 Biography Zêl was born in the faraway land of Yerwa, a nation known to be very xenophobic and isolated. At a very young age it came apparent that Zêl was able to use magic though she did not end doing much with it until years later. In her teen years Zêl ended up joining the local military to become a soldier as that was said to be the will of the Goddess. When she had made her decision Zêl's parents suggested she studied the smelting magic as the family has had a sword that resonates with that kind of magic for a long, long time, for a reason no one could remember anymore. The sword's previous user had been a mercenary and a mage who lived decades ago who had sold it in his later years.
The training for the military was grueling and lasted for a few years, but eventually Zêl made through it and now she was a soldier and an excellent one at that and in only a few years she was promoted to a knight, an elite soldier, a rank only few ever achieve. Because, unsurprisingly, no wars happened in the Yerwan soil during those years of Zêl's service she served mostly as law enforcement more so than a soldier, as did most of her fellow knights. However things can change suddenly and one day, for reasons unknown, Zêl left her homeland behind and quit her career as a knight. She is very reluctant to talk about why this happened. And now, a couple of months later, she finds herself in a strange land, far away from home, a land she knows nothing about, surrounded by people and culture she knows nothing about. Picture I still can't draw.
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Post by newb23 on Dec 10, 2013 15:39:03 GMT -5
Personal Details Archetype: Hero Name: Ian Nightingale Nicknames/Aliases/A.K.A.: Body Shop Age: 26 Date of Birth: October 2nd Blood Type: A- Sex: Male
Appearance Height: 6'2" Weight: 175 Physique: Athletic Ethnicity: Caucasian Race: Human Hair Color: Sandy Blonde Eye Color: Stormy blue Trademark: Three slash marks going down face on left side Makeup: None Physical Description: Ian appears to look very much like his blood brother Mark due to the fact that both of them look thin but are suprisingly well built. Ian's hair is almost the same color as Mark's but not as bright of a blonde. Ian styles his hair into a short fauxhawk. Ian has stormy blue eyes. The most noticable thing about Ian is the scars on the left side of his face though many question why he has these scars given the nature of his magic.
Clothing Style: Drifter Material: ? Accessories: Two braclets on his left arm. Three piercings in left ear. Wardrobe Description: Ian's outfit consists of random clothes he as stolen or found. His short sleeved shirt is blue in color with the words Bubble Butt Love written across the chest. Over his legs he wears a pair of green pants. His shoes are blue in color and appear to be sneakers though the style is a bit off as they are flat on the botton and seem tighter than sneakers would be. Over his shirt he wears a similar style hooded sweater as Lakin though his is purple in color and the words Shimmy Shimmy are written across the back.
Family Mother's Name: Not Known Father's Name: Not Known Place of Birth: Not Known Details of Birth [events, etc]: Nothing Special Siblings: Lakin (Not Blood related) Mark Nightingale The Third (denies any relation if asked) Children: Sarah (deceased)
Status Citizenship: Fiore Current Location: Elm
Occupation Position Title/Rank: Mage Bounty: 30,000,000 Group Affiliation: Flesh and Bear (Ian and Lakin) Enemies: Magic Council
Beliefs Religion or Spiritual Path: None Politics: None Alignment: Good Ambitions: Find a home Other Philosophies: Blood does not always mean family
Personality Motivations [needs/wants]: Protect Lakin Weaknesses or Flaws: Can be quick to anger Strengths: Focused Dream: Find a home What Causes Fear: Being alone What Causes Anger: The Council. Lakin eating all the food What Causes Happiness: Adventures with Lakin Lessons to Be Learned: To calm down Personality Description: Ian is an honest man telling people what he thinks and how he feels regardless if it angers or upsets them. This has caused him to be kicked out of many hotels and other places of residence causing him to live on the street. Because of this he and Lakin often have arguments over the fact that it is Ian's fault they can't live anywhere else. Ian is somewhat quick to anger especially when it comes the council and his blood brother Mark. Ian's favorite pastime is going on some sort of adventure with Lakin whether this is to hunt for food or trying to break into a random home to sleep at night. Ian is also very focused and determined in his goals and refuses to quit even when sick or extremely tired.
Magic Magic Name: Body Flux Type of Magic: Caster Magic Weakness: Requires a good amount of focus Magic Description: Ian's magic pertains to his body which is imbued with his magic energy. This magic allows Ian to control and shape any part of his body (i.e flesh, blood, bones, etc) as he sees fit. He can also use this magic to create objects out of the components of his body. Using this magic Ian can create any weapon he desires including blades, axes, guns, bows out of his body. He can also create and shape the ammo need for long range weapons. With this magic Ian can also increase the density of his body as a type of armor. Ian can also cause parts of his body to branch off creating a clone of himself or anyone else for that matter. Ian can also shapeshift into the form of another person or even an animal. Due to Ian's magical power and prowess the weapons he creates are incredibly sharp and sturdy allowing him to cut or pierce almost anything. If harmed Ian can use his magic to heal the wounds by just creating new flesh, organs, bones, or anything else that may be missing.
Abilities Hand-To-Hand Fighting Style: Ian uses a mix of dirty boxing and street fighting Weapon Fighting Style: Ian uses various weapons fighting styles due to his magic
Statistics
Physical Strength: 9/10 Speed:. 10/10 Stamina: 10/10 Reflexes: 9/10 Total Physical Ability: 38/40
Mental Street Smarts: 10/10 Book Smarts: 7/10 Hand-to-hand Skill: 9/10 Weapon Skill: 10/10 Tactics: 7/10 Willpower: 10/10 Charisma: 6/10 Perception: 8/10 Wit: 9/10 Total Mental Ability: 76/90
Spiritual Power Power: 10/10 Control: 10/10 Reserves: 10/10 Total Spiritual Ability: 30/30
Other Stats Luck: 8/10
Total Ability: 152/170
Biography: N/A
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Personal Details Archetype: Kid Mage Name: Lakin Sinclair Nicknames/Aliases/A.K.A.: Bear Mania Age: 12 Date of Birth: 2-16 Zodiac: Aquarius Blood Type: B- Sex: Male
Appearance Height: 4'6" Weight: 82lbs Physique: Slim Ethnicity: Caucausian Race: Human Hair Color: Auburn Eye Color: Green Trademark: Small x mark scar above left eye Makeup: None Physical Description: Lakin is a small boy only being about 4'6" and weighing about 82lbs. His frame is small and slim with relatively little to no muscle mass. Lakin is not physically strong nor is he fast like other boys his age. Lakin has a soft round face. His auburn hair flows down just past his ears and obscures most of his face. The scar above his left eye is quite apparent even though it is small when he decides to move the hair out of the way. It has been noted that when Lakin tries to tame his hair he is quite adorable but given his appearance most of the time most people assume he's homeless and dirty.
Clothing Style: Bear Material: Cotton Accessories: Two bear pendant bracelets on both arms. Wardrobe Description: Lakin's outfit consists of a white long sleeve shirt to long for his body that the arms flow over his hands and past his waist when placing his hands at his side. The shirt has a stylized bear on the front left side that is holding two machine guns. Lakin's pants are equally as big if not bigger on him as the shirt requiring him to wear three belts just to hold them up properly and are orange in color. Oddly enough even though the pant legs run over his feet he seems to have no trouble staying mobile or running when necessary. Lakin also wears a sleevless blue hooded sweater, the hood being adorned with bear ears. His shoes, though rarely seen, are a pair of plain black sneakers.
Family Mother's Name: Not known Father's Name: Jackson Sinclair Place of Birth: Doesn't remember Details of Birth [events, etc]: Nothing special Siblings: Ian Nightingale (not blood related) Children: None
Status Citizenship: Fiore Current Location: Elm
Occupation Position Title/Rank: Mage Bounty: 10,000 Group Affiliation: Flesh and Bear team (Ian and Lakin) Enemies: Magic Council
Beliefs Religion or Spiritual Path: Bear God Politics: None Alignment: Good Ambitions: To find a home Other Philosophies: Play nice or getten bitten
Personality Motivations [needs/wants]: Happiness and family Weaknesses or Flaws: Young. Naive Strengths: Determined Dream: Find a Home What Causes Fear: Being alone What Causes Anger: Being hungry What Causes Happiness: Being full Lessons to Be Learned: Not to trust everyone Personality Description: Lakin is young and therefore somewhat naive in the ways of the world. He doesn't understand that not everyone is to be trusted and places all his trust in anyone who shows him the slightest bit of kindness even if this kindness is just a fabrication. Lakin hates being alone and refuses to leave Ian's side. Due to the fact that they live on the streets Lakin is use to going hungry some days though it causes him great frustration and anger when he does usually leading to brotherly like squabbles with Ian until fed. Lakin is also very much still a child and enjoys playing and having adventures. While still a child Lakin is still rather mature and smart though only when really necesssary.
Magic Magic Name: Teddy-Bear Magic Type of Magic: Caster Type Magic Weakness: Due to Lakin's age this magic drains his energy quickly Magic Description: . This magic allows the user to control and summon teddy bears. These bears can act independently if the user wishes but must always head their masters command when given one. Though these teddy bears are made of the same material as any other teddy bear they are buffed by the magic making it harder to damage them or catch them on fire. At his current level Lakin can summon two teddy bears at one time. One is named Davis and the other Mandy. Davis is not as strong as Mandy but is much faster as well as being a better tracker. Mandy is the strongest of the two bears though much slower than Davis. She is also the smartest able to come up with quick tatical plans when needed. Lakin is able to communicate with his bears via a telepathic link with them. The bears can also speak with others if they decide to but usually do not. The bears are also able to merge with Lakin making him a teddy bear/human hybrid and increasing his strength, speed, and senses. At this current time Lakin can not merge with more than one bear or risk internal injury due to the strain it causes his body. He can hold this merged form for a total of 3 posts before having to disconnect his link with the bear that he has merged with and then requiring sleep. The two bears can also merge together becoming Momma Bear. Momma Bear's presence drains Lakin's energy rather quickly and is therefore only used as a last resort. Momma Bear can last about 2 posts though this is pushing the limits. As Lakin grows stronger he will be able to summon more bears as well as different types of bears (i.e fire bear, ice bear, earth bear, etc)
Abilities Hand-To-Hand Fighting Style: A made up style that is similar to when a bear attacks. Though Lakins style requires him to move more since his build is not meant for going toe to toe with an opponent. Weapon Fighting Style: Lakin uses several knives when necessary using them kinda of like claws.
Statistics
Physical Strength: 5/10 Buffed: 7/10 Speed: 6/10 Buffed: 8/10 Stamina: 5/10 Buffed: 7/10 Reflexes: 7/10 Total Physical Ability: 23/40 Buffed: 29/40
Mental Street Smarts: 8/10 Book Smarts: 5/10 Hand-to-hand Skill: 6/10 Buffed: 8/10 Weapon Skill: 6/10 Tactics: 7/10 Buffed: 9/10 Willpower: 8/10 Charisma: 7/10 Perception: 4/10 Buffed: 6/10 Wit: 6/10 Total Mental Ability: 57/90 Buffed: 63/90
Spiritual Power Power: 7/10 Control: 9/10 Reserves: 5/10 Total Spiritual Ability: 21/30
Other Stats Luck: 7/10
Total Ability: 108/170 Buffed: 120/170
Biography:
Picture: N/A
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