Chosen of the Ascended (Sign-ups)

Discussion in 'ROLEPLAY GRAVEYARD' started by GonzoB., Aug 31, 2014.

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  1. Please only post applications here; take all other business to the OOC thread.
    Here is the OOC

    Rules

    Rule #1: NO SEX. PERIOD.

    Rule #2: No Pictures that aren't owned by you, or expressly released for your use.

    Rule #3: Be a thoughtful and careful writer; double and even triple check posts for errors. There will be rewards for thoughtful roleplaying, and punishment for thoughtless roleplaying.

    Rule #4: If you play a powerful character, gun for the top, try to kill one of the Ascended, or otherwise "powergame", expect to be challenged. I allow, and even encourage playing like this, just don't expect to get what you want without either fighting hard for it, or using your brain to hatch a great plan to attain it.

    Rule #5: Hijacking is allowed, but ask first.


    Goals

    Goal #1: Have fun!


    Goal #2: Interact with the Ascended and their Chosen. There can be many Chosen belonging to each Ascended at any one time, but only twenty Ascended. In fact, there may be less at times, if one is slain, as there may be an interim when their replacement is being decided by Akash.

    Goal #3: Become (or begin as) one of the Chosen of the Ascended! Through great deeds and clever machinations, you may be selected by the Ascended and become one of their "Chosen"; an arbiter of their will, bestowed with great and terrible powers.

    Goal #4: Usurp an Ascended's godhood! By killing an Asceneded, while also embodying their will, it is possible to usurp their position as a demigod.

    Goal #5 Play the political game, gun at one of the positions of power; maybe even instigate a war or two!

    Settings and Places of Import
    This world's name is Fleggis. The continent in which we will begin the story is the large green one, called Geleena.

    Map of Geleena

    [​IMG]

    Map Key


    1: Barrience, Kingdom of Emerald and Saphire
    Barrience is a large and prosperous realm located near the center of the continent. It's land consists of beautiful mountains, valleys and fertile pastures.

    Capitol: Callence
    The Palace at Callence Mountain, or simply Callence, is the seat of power of the Keirieg dynasty, ancestral rulers of Barrience. With vaulting, blood red rooves, beautifully flush arches and joints, and deep expanses delving to the center of the mountain, Callence truly is a marvel. It sits embedded in the center most peak and has tracts extending throughout the ones nearby, leading to pastures and townships carved into the mountainside.


    2: The Province of Leoriene, Vassal to Barrience

    3: Kerralakk, Allies to the Emerald

    4: Jerrell, Terror of the West

    5: Effellerrenn, Land of three Lakes

    6: Hev'lel: the Northern Peninsula

    7: Fielel'karr, Kingdom on the Coast

    8: Hendil'karr, Kingdom of the Strong

    9: Gunnarr err' arr': Land in the Mountain's Shadow

    10: Tellarr'karr, Kingdom of Land and Sea

    11: Nor err' arr', Land of the Ridge
    Capitol: Craghold




    12: Bila, the Known South

    13: Junnarr'karr, Kingdom of the Mountain Pass

    14: Jeull, Land of Pasture and Lake

    15: The Archipelago of Kellence, Land of Freedom

    16: Poloro, the Far South


    Gods
    This RP will revolve heavily around the gods. There are many who are called gods, yet one stands above them all:

    Show Spoiler

    Akash-Mouruga
    The creator god and first entity, who's will dictated the divinity of the Ascended. He has created the world four times before, and has since adopted a very hands off form of governance:

    Show Spoiler

    The Ascended and Their Champions
    The Ascended are a group of people who have risen beyond their humanity to fill one of the twenty seats of divine governance. The Ascended control events in Fleggis in an attempt to preserve a healthy balance in all things. While they are extremely powerful, they are still mortal, each one receiving exactly one hundred years of life from the point of ascension. They can also die violent deaths, with many Ascended throughout history having risen through the murder of their predecessor. Otherwise, an Ascended appoints a successor at the moment of death, unless they die while unaware, in which case the other 19 Ascended conviegn to decide. They are fond of further delegating this work to others, bestowing their Chosen with their "Gifts", granting their champions powerful abilities with which to carry out their will.


    The Commander: Bestows an aura of command and inspiration, as well as an enhanced military mind. Can be male or female, with the current one being male.

    The Soldier: Turns men into the mightiest of warriors at the cost of their minds and free-will; once bestowed the Soldier's Gift, a man is bound to his master and his master's goals, swearing so in an oath, and thereafter sacrificing his will until the day one of them dies. Those bestowed The Gift of The Soldier are granted immense power, usually being granted monstrously powerful enchanted armor and weapons, along with the greatest martial prowess one could hope for. Must be male.

    The Lady: Bestows otherworldly radiance, grace, beauty, poise and confidence, as well as fine silks, silver, gold, jewels and jeweled things, and even entire kingdoms to those she sees as excellent potential rulers. People with this gift often become rulers in their own right, as their mere voice is enough to make most swoon and submit, and their wealth is often enough to buy a kingdom outright. Must be female.

    The Wench: Matron of pleasure halls and prostitutes, The Wench watches over and protects both those who pay and those who are payed to have have a roll in the hay. Able to bestow amazing beauty and powers of seduction,
    The Wench is also, in ways, a female counterpart to The Fool, instilling lighthearted moods and atmosphere in places she thinks may require or deserve such levity. Must be female.


    The Murderer: Destroyer and ravager, The Murderer rules over the domain of prolific and grandiose murder and misdeed, bestowing his servants with horrendous powers ranging from the relatively mudane improved strength or explosive breath, to morphing them into grotesque, monstrous creatures. Can be male or female, with the current one being male.

    The Mariner: Bestows otherworldly clairvoyance regarding the sea to, and enchants the vessels of, great seafarers. Rarely female, with the current one being male.

    The Farmer: Sees that crops and livestock are tended to, helping those who lack in these areas and setting people on a right path concerning farm life and surrounding virtues. Also known to punish habitual animal and landscape abusers. Can be male or female, with the current one being male.

    The Pioneer: Much like the Farmer, but attuned to the frontiers and wildlife more than crops and livestock. Known to bestow gifts of the wilderness such as animal tongues, the power to shape-shift into animal forms, and a clairvoyance of the forest much like The Mariner's clairvoyance of the sea. Can be male or female, with the current one being male.

    The Innocent: Unnaturally lightens up situations and moods, and also grants this power to kindhearted people, which has prevented many disputes, and even wars. The Innocent is often a child. Can be male or female, with the current one being female.

    The Scoundrel: Grants abilities and spells that help while being stealthy and during the night. Can be male or female, with the current one being female. Floating, invisibility and concealment, enhanced climbing, jumping, agility and balance are all gifts freely granted by The Scoundrel.

    The Smith: Grants the greatest enchanted weapons and armor known to man, and sometimes even sees fit to increase the stamina, fortitude and will of those he grants his famous enchanted gifts to. Rarely female, with the current one being male

    The Hero/Heroine: Respects heroic martial action, and bestows a wide range of blessings to those he deems worthy. Matched in fighting prowess only by those granted the gift of The Soldier, and allowed their own freewill with which to power their resolve, the Gifted of The Hero are, perhaps, the most innately talented and unstoppably powerful warriors to ever exist. Rarely female, with the current one being male.

    The Shaman/Medicine Woman: Enchanted and continues to enchant different species of plants which, when combined in proper proportions, create alchemic reactions and compounds. Patrons naturalists and alchemists. Can be male or female, with the current one being a female.

    The Genius: Bestows miraculous super-natural tools, books and inventions on brilliant minds he favors in order to further their goals. Arcane books containing spell encoded riddles, puzzles that reveal world changing secrets, or even mechanical wings are all within the Genius' domain. Can be male or female, with the current one being a female.

    The Ruiner: Acts against all machinations of the other gods, except perhaps The Murderer who is by nature inclined to chaotic behavior, or the Scoundrel, Statesman, Merchant or Genius, who often patronize and assist rebels and other topplers of the status quo. Causes madness, plague, disease, drought, flood, decay and despair. Any person terrible enough to receive the "gifts" of The Ruiner are damned to a wretched existence as a walking embodiment of ruin, causing all around them to writhe and wither in terrible lamentation. The Ruiner long ago commissioned the Statesman to erase all memory of his/her past from the minds of every conscious thing on Fleggis, forsaking it's human form for an indestructible cloud of smoke. Speaks primarily in others minds using the voice of yet an other person. Can be male or female, with the sex of the current one unknown.

    The Mother: A healer and comforter who's gifted are great healers with the ability to heal ailments of the mind, body and heart. Those blessed by The Mother are able to heal wounds like they were smoothing over clay, and can sometimes even bring people back from the brink of death. Must be female

    The Fool: Bestows a jovial aura of comradery to kindhearted, boisterous drunks. The fool blesses his chosen with whimsical and unique items, usually involving music, drink, food or all three. Those he has gifted can bring great prosperity and happiness to those affected by their festivals, bringing much needed food and drink to poverty stricken areas, inducing progress and growth. The joy they bring also helps to avert strife, much like the innocent. Also represents a kind of "blue collar" wisdom. Must be male.

    The Statesman: The Statesman likes to manipulate eloquent chamber speakers and large governments into being larger and better in many ways, though is some times callous, merciless, and even a bit sadistic in the process. The Statesman often poisons the minds of certain politicians, sowing mistrust, paranoia, jealousy, and even murderous intent. The Gift of The Statesman often manifests in the form of a silver tongue, able to sway the hearts and minds of all but the most solid of constitution. Another for of the gift is to allow the gifted individual to plant images, thoughts, feelings or even memories in the minds of others, even large groups of people. Rarely female, with the current one being male.

    The Merchant: Coin master and hand of progress, the merchant pushes for expansion in most forms, and aids those who would see businesses, cities, technology, knowledge, and the human race in general, grow. At the same time, however, The Merchant seeks to cut dead weight and therefore destroys or aids in the destruction of certain large, stagnant states, usually by bestowing large sums of coin to opposing sources, though, since fire is key to progress in the human world, he also holds some domain over pyromancy. Can be male or female, with the current one being female.

    The Judge: God of recompense and the patron of judges, physicians, knights, councilmen, juries, constables, and executioners. The Judge values trust, honor, duty, loyalty, trustworthiness, dependability, keeping your word, honesty, justice, vengance, retribution, punishment, reward and compensation. The Judge is capable of miraculous and varied powers such as shape-shifting, teleportation, incorporeal forms with minor flight (ie. floating around as a spirit) and her touch can do many miraculous things, such as turn items into other materials or even shape-shift other living things (i.e. turn you into a frog, or enhance your size/strength) or even grant these abilities to others. Gives favor and grants powers to promise keepers and selfless, dependable individuals. Can be male or female, with the current one being female.

    Character Creation


    Name:
    Age:
    Appearance: (Only use pictures if you are licensed to use them. Otherwise, just describe your character.)
    Occupation:

    Process:
    Show Spoiler

    Place points to determine your characters stats. No more than 20 points are allowed in any given slot.

    Power and Skill:
    Power and Skill are two of the most important factors when creating a character in this RP. Skill determines your experience and talent in a given field, while Power determines your raw physicality and/or Arcane aptitude. One is nothing without the other. A low power means you have little to fuel your skill, while a low skill means you don't know how to USE your power. Depending on how you play, I will reward, or even punish you with either an increase or deduction of Power/Skill points

    Edit:
    I am adding dice to the mix, with 5, 10 sided dice being rolled to determine your Power and Skill Points.
    You can now either choose the standard 30, or gamble on a single roll for your score. Please be trustworthy and only roll once.


    Die Tosser

    Power:
    Arcane:
    Normal:
    Will:


    Skill:
    Martial:
    Magical:
    Weapons and Armour:
    Tactical:

    Arcane Fonts:
    Fonts are twelve incarnations of magical power that occur naturally in the world, personifying different elements, energies and forms of existence. There are three Font Forms, each with four Fonts unique to that Form. Only those with a certain magical aptitude can harness the transcendental power of the Arcane Fonts. A high score in any Font means you are very practiced and skilled in using techniques from that Arcane Font, but if your Arcane Power is not sufficiently high, you will not have much raw power behind your skill, and will burn out after a short period, and may not even be able to perform very powerful attacks or spells at all. Conversely, a high Arcane Power score paired with a low Font score would mean the user would have a load of raw power, but not know how to use it very effectively, or in creative ways. For example; a user has an Arcane Power score of 2, and a Font of Water and Ice score of 10. This person would have trouble casting large or powerful spells simply because they would have little with which to fuel them. On the other hand, if someone had an Arcane Power score of 10, and a Font of Water and Ice score of 2, they would have plenty to fuel their attacks and spells with, but may only know the most basic of ways in which to utilize water and ice. Characters filling out this category can also fill out Martial Specialization, but not Arcane Empowerment Style.

    The Points Available for Arcane Fonts=Arcane Power + Will Power, and -1 for Each Font Form Used

    Arcane Fonts Require Magical Skill of 6 or Higher and at Least One Point in Arcane.
    "Nature's Form"
    Font of Water and Ice
    Font of Wind and Air
    Font of Soil, Stone and Steel
    Font of Fire and Flame

    "Essence's Form"
    Font of Life
    Font of Light
    Font of Death
    Font of Darkness

    "Energy's Form"
    Font of Lightning
    Font of Force
    Font of Sound
    Font of Haze


    Martial Specialization:
    This category encompasses all martial prowess derived through natural means, and any skill derived purely through muscle. This category is for the non magical. If your character is a warrior or fighter who uses their natural might to get the job done, you will most likely be filling out this category. Characters filling out this category can also use Fonts, but not Arcane Empowerment Style.

    The Points Available for Martial Specialization=Normal Power + Will Power

    Martial Specialization Requires a Martial Skill of 6 or Higher and at Least One Point in Normal.
    Speed:
    Strength:
    Toughness:
    Balance:

    Arcane Empowerment:
    Those who use Arcane Empowerment techniques are a unique group indeed. This style uses arcane energy to fuel and strengthen the body, allowing for super human feats of strength, speed, endurance and agility. These individuals are incredible martial artists and excel at close quarters combat, but are not able to access the power of specific Fonts or utilize weapons or armor, instead relying on unarmed attacks and raw arcane power. If you wish to have your character be a practitioner of the Arcane Empowerment Style, please fill out this category ONLY.

    The Points Available for Arcane Empowerment=Normal + Arcane + Will + Martial + Magical

    Arcane Empowerment Style Requires Both a Magical and a Martial Skill of 5 or Higher, and a Natural, Arcane and Will Power Score of 5 or Higher. Practitioners of This Style Can Use No Other.
    Speed:
    Strength:
    Toughness:
    Balance:

    Weapons, Armour and Tactical Equipment:

    Anything that your character uses. From potions to compasses, breastplates to crossbows; anything you can see existing in a medieval fantasy setting is fair game, just don't venture too far into the realm of technology. Think along the lines of smoke bombs and grappling hooks as far as tactical equipment goes. If you have, for example, 10 points in Weapons and Armor, you could have an indestructible enchanted sword that can shoot fireballs and lightning. Or, if you also had a few points in Tactical, you could combine it with your Weapon points and make the same sword, but now it also has the power to detect heartbeats, or can create illusions, or something else that could bestow you with a tactical advantage.

    You Will Take Your Points From Weapons and Armor, as Well as Tactical, and Use Them to Represent Your Level and Amount of Equipment.

    Weapons, Armour and Tactical Equipment:

    Summary
    A short summary of your character, their equipment, and any special skills or techniques.

    Races:
    Show Spoiler

    Humans: Humans were the first and only race created by Akash; all others simply being distortions thereof. They are by far the most populous, each nation teeming with them. Humans receive no boosts or decreases to any stats.

    Kentauroi: Originating from tribes hailing from the plains surrounding the Northern Ridge, the Kentauroi were one of the first groups of people to be permanently transformed into entirely different creatures, capable of producing offspring with the same traits. Their upper bodies are that of a human, while they carry the waist and legs of a small horse. +4 to Balance, and +2 to Toughness and Strength. +4 to Will and Martial. Cannot use Arcane Fonts.

    Ga'Rei: A clan of men and women who's ancestors used the magic of the Font of Life to alter their bodies and abilities. They have bright white skin, pale blue hair, bright blue eyes, and stand 7'-8' tall. They are lithe and slender, generally, and possess an innate knack for dexterity and precision. They are also greatly inclined toward the panoply of magical arts, able to master them much more easily than the other races. +5 to Magical, Arcane, Balance and the Font of Life, but may only put a max of 3 points into Strength and Toughness. Cannot carry heavy equipment (a 100 pound backpack, for eample), and cannot use heavy gear (greatswords, kite shields, etc).

    Golem: Golem are a race innately attuned to the earth, composed of various metals and stone. They have, over the centuries and generations, transformed their bodies with use of the Font of Soil, Stone and Steel. These beings are capable of the most incredible feats of that school, and are feared as some of the most innately proficient spellswords in the land, able to conjure incredible walls, giant spears, and even great metal or stone warriors to do their bidding, while their incredible bodies can take even the most stern punishment a battlefield can offer. Their most prominent weakness lies in their eating habits; a Golem must eat approximately 2 pounds of the material of which it is composed to stay healthy, and will starve if they cannot keep consumption up. This limits their range, for the most part, to their homeland of Nor err' arr', especially for those comprised of more precious metals or gems. Lastly, the fact that these beings sometimes are indeed walking fortunes leads to a very real risk of death by assassination, ambush or trap from those who might seek to murder and melt down and sell a man made of silver or gold. +8 to the font of Soil, Stone and Steel. +5 to Magic, Martial, Strength and Toughness. + 2 to Arcane Empowerment. Can only put a max of 4 points into Ballance. Can only use the Font of Soil, Stone and Steel. Cannot swim, and do not sail.

    Tallencey: Descending from mages who specialized in Nature's Form, the Tallencey family has an inherent talent for fire and water magics, able to control and produce them with ease. Even their hair is made of the elements, often switching from water to fire when angered or on the attack. +5 to Magical and Arcane. + 7 to the Fonts of Fire and Water, but can only use Nature's Form.

    Ogres: Ogres descend from a single man, Braugh the Bloody, born some three hundred years ago. He still lives today, strengthened and twisted by the divine magic of the Murderer. Braugh stands as one of the Murderers most feared champions, siring an entire clan of monstrous, gigantic, and bloodthirsty killers. Though not as grotesque or powerful as their patriarch, Ogres still stand at 8' and 11' feet tall, weigh an average of 600-700 pounds, have amazing muscle to fat ratios, and thick, thick skin. +10 to Strength and Toughness, but cannot use Arcane Fonts or Arcane Empowerment, and can put no more than 1 point into tactical. Must have special weapons and armor tailor made or adapted for their strangely shaped, humongous bodies.

    Floreine: The Floreine are men and women who have, over the generations, evolved into Human/plant hybrids through the utilization of the magic of the Font of Life. These creatures still have gained photosynthesis abilities, and so do not need to eat and/or drink the way other races do unless they are in an area without sunlight and/or rain. However, if a Florenie goes without sunlight or carbon dioxide for too long, their "skin" begins to wilt. This condition is known as flaccidation and can sometimes lead to death if not treated. Because of this condition, Florenie cannot wear any type of armor, or risk flaccidation forming underneath it. Tree-based Florenie, and some shrub-based ones, make up for this with skin made of bark. The more delicate of the Florenie must instead rely on their dexterity. +2 to the Font of Life. Cannot use any magic except for that of the Font of Life. Cannot use Arcane Empowerment. Weak to Fire and Death Magic.

    "Tree" Floreine: +15 to Toughness and Strength but may only put a max of 3 points into Speed, and a max of 6 into Balance. The average mature Tree Floreine stands at 15 feet tall. Must have special weapons and armor tailor made or adapted for their strangely shaped, humongous bodies. Require regular water and sunshine. Will die within about 15 days if left in total darkness.

    "Flower" Floreine: +8 to Font of Life. +8 to Balance. May only put a max of 2 points into Toughness and Strength. Cannot carry heavy equipment (a 100 pound backpack, for example), and cannot use heavy gear (greatswords, kite shields, etc). Require constant watering. Go dormant without light, will die within about 5 days if left in shadow.

    Character Sheet:
    Show Spoiler

    (Copy it all and erase everything that is underlined. Leave what you don't need blank.)

    Name:
    Race:
    Age:
    Occupation: (How do they get by)
    Class: (What they are in terms of abilities and style)
    Appearance:


    Skill and Power: (Points Rolled for Skill and Power)

    Skill:
    Martial:
    Magical:
    Weapons and Armour:
    Tactical:


    Power:
    Arcane:
    Normal:
    Will:



    Arcane Fonts:
    Points Available for Arcane Fonts=Arcane Power + Will Power, and -1 for Each Font Form Used

    Arcane Fonts Require Magical Skill of 6 or Higher and at Least One Point in Arcane.
    "Nature's Form":
    Font of Water and Ice:
    Font of Wind and Air:
    Font of Soil, Stone and Steel:
    Font of Fire and Flame:


    "Essence's Form":
    Font of Life:
    Font of Light:
    Font of Death:
    Font of Darkness:


    "Energy's Form":
    Font of Lightning:
    Font of Force:
    Font of Sound:
    Font of Haze:


    Martial Specialization:
    Points Available for Martial Specialization=Normal Power + Will Power

    Martial Specialization Requires a Martial Skill of 6 or Higher and at Least One Point in Normal.
    Speed:
    Strength:
    Toughness:

    Balance:


    Arcane Empowerment Style:
    Points Available for Arcane Empowerment=Normal + Arcane + Will + Martial + Magical

    Arcane Empowerment Style Requires Both a Magical and a Martial Skill of 5 or Higher, and a Natural, Arcane and Will Power Score of 5 or Higher. Practitioners of This Style Can Use No Other.
    Speed:
    Strength:
    Toughness:
    Balance:


    Weapons, Armour and Tactical Equipment:
    Take Your Points From Weapons and Armor, as Well as Tactical, and Use Them to Represent Your Level and Amount of Equipment.


    Summary: (Include any magical specialities, fighting styles or other distinguishing quirks.)

     
    #1 GonzoB., Aug 31, 2014
    Last edited: Sep 20, 2014
  2. Gyde Sarizar (open)

    Name: Gyde Sarizar

    Race: Human

    Age: 35

    Occupation: Mercenary for hire

    Class: Mercenary

    Appearance: Gyde stands at 6'0" (183 cm). He has blonde hair that comes just above his shoulders and medium blue eyes. He has tan skin, which many find odd considering his other, lighter traits. His facial features are usually stoic, though his emotions can be seen in his eyes at times. He wears a dark grey, short-sleeve tunic with a white long-sleeve shirt underneath. He wears black pants and leather boots.
    [​IMG]


    Power and Skill: 30

    Skill:
    19
    Martial: 7
    Magical: 0
    Weapons and Armour:6
    Tactical:6


    Power: 11
    Arcane:0
    Normal:7
    Will:4



    Martial Specialization: 11
    Speed:1
    Strength: 5
    Toughness:4
    Balance:1



    Weapons, Armour and Tactical Equipment
    1) A straight, single-edged sword that Gyde wields two-handed. An heirloom passed down through his family, the sword is actually enchanted and was a gift to his great great grandfather by The Soldier. When an enemy clashes with the sword, every hit to it sends out a vibration only Gyde's enemy can feel. At first, the vibration is merely a tiny bit disorienting. However, the more times the weapon is hit, the more disorienting the vibrations become. In severe cases, it can cause the enemy to actually pass out. (though the sword has been passed down, the knowledge of its power has not. Gyde is completely unaware that his sword possesses this ability)

    2) Underneath Gyde's tunic is a lightweight shirt of chainmail.



    Summary
    Gyde's father is a farmer and his mother was a mercenary. He grew physically strong helping his father on the farm, while his mother would teach him to swordfight during her short breaks at home. At the age of fifteen, Gyde's mother started bringing her son with her on jobs, and slowly Gyde gained experience as a mercenary. After his twenty-fifth birthday, Gyde's mother passed away during one of her jobs, leaving her family with a bit of money and her sword she'd received from her father. Wanting to honor his mother's death, Gyde became a mercenary in her place after convincing his father to hire a few farm hands. Ever since, Gyde has traveled throughout Geleena, taking jobs where they came and visiting his father from time to time.


    Yilvia Stalmont (open)

    Name: Yilvia Stalmont

    Race: Kentauroi

    Age: 13

    Occupation: Caravan escort (Is the term she uses, but really, she just pulls the cart)

    Class: Bucking Bronco

    Appearance:
    Yilvia is 4'10" (~147 cm), though most of that height comes from her lower half. Her waist-length hair is pure white, as is her tail, and she wears them in long single braids. Her fur is a light grey color with small splotches of black in random locations. Her skin is an ashen color, though not quite as grey as her fur. She despises clothes, but would have been denied a job by her employer if she didn't at least cover her upper body. So Yilvia wears a small strap of leather tightly around her pre-pubescent chest. Sometimes Yilvia will decorate her hair and tail with flowers she finds on the side of the road. Yilvia's eyes are a dark brown, bordering on black.
    (This is my own doodle of Yilvia)
    [​IMG]


    Skill and Power: 21

    Skill: 6
    Martial: 5 [Race +4]
    Magical: 5
    Weapons and Armour: 0
    Tactical: 0


    Power: 15
    Arcane: 6
    Normal: 7
    Will: 6 [Race +4]



    Arcane Empowerment Style: 29
    Speed: 7
    Strength: 10 [Race +2]
    Toughness: 10 [Race +2]
    Balance: 10 [Race +4]


    Weapons, Armour and Tactical Equipment: None


    Summary:
    Yilvia was born and raised in Hev'lel within a small community of Kentauroi. Yilvia's father, Yildergesh, though not the chieftain of the clan, was the strongest in the tribe, protecting his family and friends from any who dared to cause trouble. Yilvia greatly admired her father for this, and at a young age knew that she wanted to be just like him. However, the young Kentauroi knew that she couldn't become as strong as her father unless she left the settlement. At the age of 11, Yilvia bid her parents farewell and set out on her quest for strength. Worried for their daughter, her parents cashed in a favor to a traveling courier, bidding him to employ their daughter and watch over her until her thirst for adventure was sated. Reluctantly, the man agreed and Yilvia started work as a "caravan escort". Over the past two years, Yilvia has indeed gotten stronger, but she has quite a ways to go before she can proudly return home.

    Yilvia's fighting style, if you can even call it a style, is to flail around, kicking and punching at most anything that dares to get near her. She can also stomp on enemies with her hooves if they fall to the ground, as well as charge at a target and slam into them. Using the empowerment skills passed on to her by her father, Yilvia's attacks are even more potent, if they can even hit their target that is. Needless to say, there is not a single amount of forethought that goes into her attacks. With someone directing her actions, however, Yilvia could really do some massive damage.
     
    #2 Xylime, Sep 3, 2014
    Last edited: Sep 24, 2014
    • Like Like x 1

  3. Name: Nimrellye Alarel
    Age: 27
    Appearance: Nimrellye stands about a head shorter than most men, with pale skin, dark mahogany-tinged hair, and a padded cloak lined with squares of iron at the shoulders and breast.
    Image (open)
    [​IMG]

    Occupation: General scoundrel; thief, liar, brigand, and all the other makings of a wonderful criminal.

    Power and Skill:
    Points Available for Skill and Power= 40

    Skill
    Martial: 8
    Magical: 10
    Weapons and Armour: 5
    Tactical: 1

    Power
    Arcane: 6
    Normal: 4
    Will: 6

    Arcane Fonts:
    Points Available for Arcane Fonts=Arcane Power + Will Power, and -1 for Each Font Form Used
    12(10) Points

    "Nature's Form":
    Font of Water and Ice:
    Font of Wind and Air:
    Font of Soil, Stone and Steel:
    Font of Fire and Flame:

    "Essence's Form": 1
    Font of Life:
    Font of Light:
    Font of Death:
    Font of Darkness: 3

    "Energy's Form": 1
    Font of Lightning:
    Font of Force: 2
    Font of Sound: 3
    Font of Haze: 2

    Martial Specialization:
    Points Available for Martial Specialization=Normal Power + Will Power
    6 points

    Speed: 5
    Strength: 1
    Toughness: -
    Balance: 4

    Weapons, Armour and Tactical Equipment
    Take Your Points From Weapons and Armor, as Well as Tactical, and Use Them to Represent Your Level and Amount of Equipment.


    1. Raiment: A padded greatcloak with plated squares of iron upon the shoulders and breast for added protection, these are tinted black.
    2. A steel short sword.
    3. A sling.
    4. Two daggers, enchanted to be silent when drawn.


    Summary

    Nimrellye is near legend status in the underground of cities. While she certainly is not the best in her line of work, nonetheless, her reputation proceeds her with a cheer or a scowl, depending on the person in question. Her skill in magic has allowed her to become a figurative ghost, leaving no one the wiser until they have been stripped of gold, possessions, and other valuables.




    Name: Jamond Rayte
    Age: 30
    Appearance: Jamond has been descriped as Nimrellye's opposite: tall, broad shouldered, and generally imposing. Greasy black hair lines a stout fact and firm jaw line. Scars dot his arms and torso, and his hands are large enough to fit cleanly around small tree trunks, or necks, whichever is needed.
    Occupation: By trade a watchman, currently a turncloak and second-story man, ill-fitted to it as he is.

    Power and Skill:
    Points Available for Skill and Power= 27

    Skill
    Martial: 7
    Magical: -
    Weapons and Armour: 4
    Tactical: 3

    Power
    Arcane: -
    Normal: 7
    Will: 6


    Martial Specialization:
    Points Available for Martial Specialization=Normal Power + Will Power=13

    Martial Specialization Requires a Martial Skill of 6 or Higher and at Least One Point in Normal.
    Speed: 3
    Strength: 3
    Toughness: 3
    Balance: 4

    Weapons, Armour and Tactical Equipment
    Take Your Points From Weapons and Armor, as Well as Tactical, and Use Them to Represent Your Level and Amount of Equipment.

    1. Leather armor, plain and unadorned.
    2. Steel hand-and-a-half 'bastard' sword
    3. "Red Mist" - the ground up seeds of a pepper that burn* skin on contact; used for disorienting and distracting enemies, can prove damaging to the lips, eyes, and open wounds.
    4. Iron spikes used for breaking locks; they're not very good at their job, much to Nimrellye's distaste.

    Summary


    "What? Jamond? You don't see him without 'Nim. Bastard's lost two fingers, two toes, four teeth, and his dignity to that woman. Nearly had his tongue cut out as'well, but that's an unrelated matter. He's the physical presence that keeps her pretty little head untouched in that scum of a city she lurks in, doubt she knows it. No, to her, he's got some twisted place in that coal-black heart of hers, I won't pretend to believe I understand it."
    - Unknown

    *burn meaning irritation and itchiness, not literal burns that come about from doing silly things like touching fire or grabbing metal that's currently red.
     
    #3 J_"Kraken", Sep 7, 2014
    Last edited: Sep 22, 2014
    • Thank Thank x 1
  4. Name: Draven Valkion
    Race: Ga'Rei
    Age: 26
    Occupation: Political/Mercenary Assassin
    Class: An assassin in all counts. Sticking to the darkness and using blades and Illusionary darkness magic to conceal himself and strike death-dealing blows.
    Appearance: [Waiting for a porg photo]


    Skill and Power:

    Skill:
    Martial: 5
    Magical: 8 [Race +3 ]
    Weapons and Armour: 10
    Tactical: 10


    Power: 5
    Arcane: 8 [Race+3]
    Normal: 4
    Will: 10


    Arcane Fonts:

    "Nature's Form":
    Font of Water and Ice:
    Font of Wind and Air:
    Font of Soil, Stone and Steel:
    Font of Fire and Flame:


    "Essence's Form": 1
    Font of Life: 5 [Race +0]
    Font of Light:
    Font of Death:
    Font of Darkness:10


    "Energy's Form":
    Font of Lightning:
    Font of Force:
    Font of Sound:
    Font of Haze:


    Martial Specialization:


    Martial Specialization Requires a Martial Skill of 6 or Higher and at Least One Point in Normal.
    Speed: 15
    Strength:4
    Toughness:1

    Balance: 10 [Race +5]


    Arcane Empowerment Style:


    Speed:
    Strength:
    Toughness:
    Balance:


    Weapons, Armour and Tactical Equipment:

    Level: 10
    Equipment: Small, and light. Claws on arms. Belt with poison vials. Light armor for quick movement. 4 pouches to carry contracts and other various small equipment.

    Summary: Uses Darkness Magic to hide himself much more easily in shadows. Uses Claws attached to his arms like blades.
    [Tell me if I messed up how it works, I'm almost sure i did.]
     
    #4 Ouroboros_, Sep 8, 2014
    Last edited: Sep 23, 2014
    • Love Love x 1
  5. Name: Alaron Baird

    Age: 28

    Race: Human

    Appearance: Alaron is tall with an athletic build. His eyes are blue and he has short brown hair. The upper portion of his left ear has been cut off, accompanied by scarring along the side of his head in-line with the missing section of ear. He is Caucasian but slightly tanned. He is also missing an inch off of his left ring finger. He wears a large heavy wool navy blue overcoat with similar style pants and large leather boots.

    Occupation: First Mate aboard the "Victory", a ship employed by the Talework Shipping Co.

    Class: Swashbuckler

    Power and Skill:
    Points Available for Power and Skill: 30

    Skill
    Martial: 6
    Magical:
    Weapons and Armour: 6
    Tactical: 8

    Power
    Arcane:
    Normal: 5
    Will: 5

    Martial Specialization:
    Points Available for Martial Specialization=Normal Power + Will Power
    10 points

    Speed:
    Strength: 5
    Toughness: 5
    Balance:


    Weapons, Armour and Tactical Equipment

    Alaron wears no armour other than his heavy coat.

    For weapons, he has an enchanted cutlass that when drawn silences all sound in a 15ft radius around himself. This is used mainly to confuse opponents in combat but has a variety of uses outside of combat.

    Summary: Alaron grew up in The Archipelago of Kellence with his mother and father. As soon as he became of age, he joined up on a merchant trading ship and over time rose through the ranks to be a First Mate. He learned of commerce and combat moving from port to port selling goods and defending himself from pirates. During his life aboard ships Alaron also grew to hone his skills in observation, keeping a watchful eye out for hazards on the seas and landmarks so as the crew could find their way to their destination.
     
    #5 LeoKasper, Sep 9, 2014
    Last edited by a moderator: Sep 21, 2014
    • Love Love x 1
  6. Name: Jeol Leveronnce
    Race: Human
    Age: 49
    Occupation: Artisan and Architect
    Class: Alchemist
    Appearance: Dark, tanned skin, blue/green eyes, black hair, big ears, stout jaw, and a stubby nose. Dresses in loose leather, in various shades of brown and tan, topped by a worn coat, carries a large pack and wears a wide brimmed hat with feathers in the rim.


    Skill and Power:

    Skill:16
    Martial:
    Magical: 12
    Weapons and Armour:
    Tactical:
    4

    Power:14
    Arcane: 8
    Normal:
    Will:
    6

    Arcane Fonts:

    "Nature's Form": 1
    Font of Water and Ice: 2
    Font of Wind and Air: 1
    Font of Soil, Stone and Steel: 1
    Font of Fire and Flame:
    1

    "Essence's Form": 1
    Font of Life: 2
    Font of Light:
    Font of Death:
    Font of Darkness:


    "Energy's Form": 1
    Font of Lightning: 2
    Font of Force: 2
    Font of Sound:
    Font of Haze:





    Weapons, Armour and Tactical Equipment: None

    Summary: Born to nomadic traders, Jeol has has been traveling from coast to coast and back his entire life. Early in his adult life he took off on his own, seeking to sharpen an innate talent for the arcane arts. Rather than focus on one, single Font, he decided that he would instead dabble here and there, learning several different magical styles and philosophies. After a fashion, Jeol learned, through much trial and error, that one can actually change matter from one form to another if he simple knows the materials' respective fonts. Jeol is now one of the lands most famous and well respected architects and sculptors, responsible for such wonders as the Great Bust of Calliebra, and the Sea Curtain that surrounds the Archipelago of Kellence.
     
    #6 GonzoB., Sep 18, 2014
    Last edited: Sep 23, 2014
  7. Name: Tavora Melyncleif, the Bulwark of Berreince
    Age: 30
    Race: Human
    Appearance: [​IMG]
    Occupation: War-Sorceress of the Court of Emerald and Sapphire
    Class: Spellsword

    Power and Skill: 31
    Skill: 19
    Martial: 8
    Magical: 8
    Weapons and Armour: 3
    Tactical:


    Power: 12
    Arcane: 4
    Normal: 4
    Will: 4


    Arcane Fonts:
    "Nature's Form": 1
    Font of Water and Ice:
    Font of Wind and Air:
    Font of Soil, Stone and Steel: 7
    Font of Fire and Flame:


    "Essence's Form":
    Font of Life:
    Font of Light:
    Font of Death:
    Font of Darkness:


    "Energy's Form":
    Font of Lightning:
    Font of Force:
    Font of Sound:
    Font of Haze:


    Martial Specialization
    Speed: 2
    Strength: 2
    Toughness: 2
    Balance: 2


    Weapons, Armour and Tactical Equipment
    1: Simple Raiment: A set of leather armor, laden with bronze scales, topped by a sturdy blue cloak. The scales can be transformed into other metals, or changed into a heavier, more protective form of armor.
    2: A conjured spear
    , comprised of various metals and stones and able to be changed and shaped at will.

    Summary: Tavora is a court wizard of the Kingdom of Emerald and Sapphire, and is a key military figure within that realm. She trains students at the military academy in both sorcery and sword, instilling a unique focus on the Font of Soil, Stone and Steel.
     
    #7 GonzoB., Sep 21, 2014
    Last edited: Sep 21, 2014
  8. Name: J'erro the Black
    Race: "Tree"
    Age: 144
    Occupation: Lord-Knight in the Service of the Golem King
    Class: Wrecking Ball
    Appearance: WIP


    Skill and Power: 30

    Skill: 10
    Martial: 7
    Magical:
    Weapons and Armour: 2
    Tactical:
    1

    Power: 20
    Arcane: 2
    Normal: 14
    Will:
    4


    Arcane Fonts:

    "Nature's Form":
    Font of Water and Ice:
    Font of Wind and Air:
    Font of Soil, Stone and Steel:
    Font of Fire and Flame:


    "Essence's Form": 1
    Font of Life: 7
    Font of Light:
    Font of Death:
    Font of Darkness:


    "Energy's Form":
    Font of Lightning:
    Font of Force:
    Font of Sound:
    Font of Haze:


    Martial Specialization:

    Speed: 3
    Strength: 18
    Toughness:
    21
    Balance:
    6

    Weapons, Armour and Tactical Equipment: WIP

    Summary: WIP
     
    #8 GonzoB., Sep 23, 2014
    Last edited: Oct 23, 2014
  9. Name: Finasaer Garay
    Race: Ga'Rei
    Age: 40
    Occupation: Sellsword
    Class: Mageknight
    Appearance: That of average Ga'Rei; his hair remains tied in a long flat tucked into the back of his armor to avoid it disturbing his flow or giving an enemy an easy hand-hold. His form is, as with most of his race's, narrow and reedy with above-average muscle mass for his people.


    Skill and Power: 30

    Skill: 19
    Martial: 6
    Magical: 7 (12 with +5 for race)
    Weapons and Armour: 3
    Tactical: 3


    Power: 11
    Arcane: 5 (10 with +5 for race)
    Normal: 2
    Will: 4



    Arcane Fonts:

    "Nature's Form":
    Font of Water and Ice:
    Font of Wind and Air:
    Font of Soil, Stone and Steel:
    Font of Fire and Flame:


    "Essence's Form":
    Font of Life: 5 (+5 for race)
    Font of Light:
    Font of Death:
    Font of Darkness:


    "Energy's Form":
    Font of Lightning:
    Font of Force:
    Font of Sound:
    Font of Haze:


    Arcane Empowerment Style: 29

    Speed: 10
    Strength: 3
    Toughness:
    3
    Balance:
    10 (15 with +5 for race)

    Weapons, Armour and Tactical Equipment:
    1. A saber and highly-intricate quarterstaff meant for balance and defensive fighting
    2. Wooden armor made of segmented pieces bound with tougher leather bands.
    3. Death mask shaped in the crude likeness of a grinning snake


    Summary:
    Garay is strictly a defensive fighter. All of his techniques and stances are developed around patience and enduring an onslaught as opposed to starting it. Outside of combat his attitude changes little, as he often takes a passive stance on all matters and prefers to let nature take its course.
     
    #9 J_"Kraken", Sep 23, 2014
    Last edited: Sep 25, 2014
  10. Name: Anibani
    Race: Golem
    Age: 84
    Occupation: Bodyguard
    Class: Two Handed Heavy Warrior.
    Appearance: He is made of Obsidian. His body is shiny and black, while his eyes glow orange-red like magma. His Jaw has an underbite, with two large Canines that stick above his lips. He has four fingers that are sharpened like knives, with three of them across the top, and one hanging underneath.


    Skill:
    Martial: 15 (10 Base: +5 Race)
    Magical: 12 (7 Base: +5 Race)
    Weapons and Armour: 10
    Tactical: 9[/I]

    Power: 10
    Arcane: 8
    Normal: 4
    Will: 6[/I]

    Arcane Fonts Require Magical Skill of 6 or Higher and at Least One Point in Arcane.
    "Nature's Form": 1

    Font of Water and Ice:
    Font of Wind and Air:
    Font of Soil, Stone and Steel: 18 (10 Base: +8 Race)
    Font of Fire and Flame: 6 (+6 Base)[/I]

    Speed: 4
    Strength: 25 (20 Base: +5 Race)
    Toughness: 19 (14 Base: +5 Race)
    Balance: 4


    Weapons, Armour and Tactical Equipment: Heavy Battleaxe made of Black Steel [An Alloy of Steel and Deep Iron) Heavy Iron Armor. Four Pouches on belt that carry rashions of food. Each pouch holds about 5 pounds of material.


    Summary: He is made of Obsidian as his Golem Element. [Tell me about what I need to edit]
     
    #10 Ouroboros_, Oct 2, 2014
    Last edited: Oct 6, 2014
  11. Name: Keare' Garre

    Race: Ga 'Rei

    Age: 43

    Occupation: War Councilor to the Kingdom of Barrience

    Class: Grand Mage

    Appearance: Tall and lanky, and, as with all Ga 'Rei, sports a crown of straight, light blue hair, and snow white skin. Stands about 7'2", has a sharp nose, and small ears that stick close to his skull. His garb includes a full length, thin, white linen cloak with a thin silver mantle around the front collar. His head is adorned by a simple silver circlet with four small gems posed in a harlequin in the center; two sapphires and two emeralds.

    Skill and Power: 45

    Skill: 20
    Martial:
    Magical: 10 (+5)
    Weapons and Armour:
    Tactical: 10

    Power: 25
    Arcane: 17 (+5)
    Normal:
    Will: 8


    Arcane Fonts:
    Points Available for Arcane Fonts=Arcane Power + Will Power, and -1 for Each Font Form Used

    Arcane Fonts Require Magical Skill of 6 or Higher and at Least One Point in Arcane.
    "Nature's Form":
    Font of Water and Ice:
    Font of Wind and Air:
    Font of Soil, Stone and Steel:
    Font of Fire and Flame:

    "Essence's Form": 1
    Font of Life: (+5)
    Font of Light:
    Font of Death: 10
    Font of Darkness:

    "Energy's Form": 1
    Font of Lightning:
    Font of Force: 18
    Font of Sound:
    Font of Haze:

    Weapons, Armour and Tactical Equipment: None

    Summary: Keare' stands as the military leader of the Kingdom of Emerald and Sapphire, and one of the known worlds fiercest warriors, as well as a master tactician, some of his victories already immortalized in song. Keare' is known for utilizing a very unique combination of magical variants; the Arcane Fonts of Force and Death. He individually uses the fonts in somewhat predictable ways; smashing through and throwing objects about with the Font of Force, and extinguishing the life of foes with the Font of Death. But it is the way he switched between the two, allowing for massive destructive prowess one instant and precision killing the next, that makes Keare' such a dangerous force on the battlefield.
     
  12. Name: Geffel Orrelantt

    Race: Kentaroi

    Age: 30

    Occupation: Military Liaison to Barrience from Leoriene, and Knight in High Standing

    Class: Heavy Knight

    Appearance: WIP


    Skill and Power: 32

    Skill: 13
    Martial: 8 (+4)
    Magical:
    Weapons and Armour: 3
    Tactical:
    2

    Power: 19
    Arcane:
    Normal: 9
    Will:
    10 (+4)

    Martial Specialization: 23
    Speed: 6
    Strength: 6 (+2)
    Toughness: 6
    (+2)
    Balance:
    5 (+4)

    Weapons, Armour and Tactical Equipment: A sturdy set of heavy laminate armor adorned with steel plates, as well as a heavy lance, broadsword and half-helm.


    Summary: WIP
     
  13. Name: Jaristock Morrington
    Race: Human
    Sex: Male
    Age: 28
    Occupation: Marquess of Kerralakk
    Class: Vanguard Hero
    Appearance: WIP


    Skill and Power: 44
    Skill: 26
    Martial: 6
    Magical: 6
    Weapons and Armour: 6
    Tactical:
    8

    Power: 18
    Arcane: 4
    Normal: 4
    Will:
    10


    Arcane Fonts: 14

    "Nature's Form":
    Font of Water and Ice:
    Font of Wind and Air:
    Font of Soil, Stone and Steel:
    Font of Fire and Flame:


    "Essence's Form": 1
    Font of Life: 6
    Font of Light:
    Font of Death:
    Font of Darkness:


    "Energy's Form": 1
    Font of Lightning: 6
    Font of Force:
    Font of Sound:
    Font of Haze:


    Martial Specialization: 14

    Speed: 4
    Strength: 3
    Toughness:
    3
    Balance:
    4

    Weapons, Armour and Tactical Equipment: WIP



    Summary: WIP
     
  14. Name: Uuorin Motobi
    Race: Tallencey
    Age: 32
    Occupation: Amassador of Effellerrenn
    Class: Mage
    Appearance: WIP


    Skill and Power: 28

    Skill: 8
    Martial:
    Magical: 5 (+5)
    Weapons and Armour:
    Tactical:
    3

    Power: 20
    Arcane: 14 (+5)
    Normal:
    Will:
    6


    Arcane Fonts: 25

    "Nature's Form": 1
    Font of Water and Ice: 5 (+7)
    Font of Wind and Air: 13
    Font of Soil, Stone and Steel:
    Font of Fire and Flame:
    5 (+7)

    "Essence's Form":
    Font of Life:
    Font of Light:
    Font of Death:
    Font of Darkness:


    "Energy's Form":
    Font of Lightning:
    Font of Force:
    Font of Sound:
    Font of Haze:



    Weapons, Armour and Tactical Equipment: WIP

    Summary: WIP
     
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