Shi no Gēmu [Day 1, Post 5]

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Woodson

That name is very ironic.

Also his stats are to similar to Luther's. I DEMAND A RE COUNT!
 
Yeah, yeah, working on it.
 
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Don't mind me I'm just plotting how to win this....
Evil-Smile-Adams-Family.gif
 
Just letting you know that I am still planning to join, and my charter is nearly complete. This past week was just a touch hectic. I should have him posted in the next two days.
 
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Falkare Burnhild

Age: 21
Contestant Number: 10

Appearance: Above average in height, Falkare stands at 5'9 (1.75m). His physique is wiry and well-developed, a lean rather than bulky build. A large scar across his belly marrs otherwise, oddly enough, fair and soft skin.

Personality: A wolf that's lost its pack in the guise of a human. Careful around those that prove dangerous, watchful of the useful, and without mercy to those that are neither. His aggression has been heavily curbed, but he is still more likely to solve problems with violence than soft words. Loyalty is a fleeting feeling for Falkare, one that disappears with whatever debts that have been paid.

Not entirely without tact given he's well aware that his personality is more than a bit difficult to deal with. Generally prefers to keep to himself rather than start trouble as a result, but co-operates, or at least attempts to, when necessary to overcome obstacles.

Backstory: Born to a nomadic tribe that wandered the vast desert far south of Yakazuma, Falkare grew up in a small and closely knit community rather than a family. Though family was still of importance, tribe members of a generation grew up as "siblings" as the adults took turns watching over them. Their surroundings were harsh and would claim those that showed even the slightest bit of weakness. A tribe divided was one that would be disappear like footprints in the sand.

So how did someone from so far away end up in Yakazuma? Why through the slave trade. Captured while out for a hunt, but not before he killed several of his captors, Falkare winded up as a gladiator for some wealthy bastard. Thanks to his ability to heal from vicious wounds that would have killed other men, he became a prized possession and loathed every moment of it. As news of Shi no Gemu finally reached this part of the world, his "owner" couldn't help but be lured by the promise of such an event.

That's how Falkare winded up in this damn death game, but least that damn collar is off now.

<>​
Stats:
The Bear (Strength): 5
The Mountain (Endurance): 4 (5)
The Library (Knowledge): 1
The Eagle (Accuracy): 4
The Cheetah (Agility): 4
<>​

Abilities:
Wild Child
- Growing up far from the comforts of civilization, in a land untamed, Falkare's body was heavily burdened from a young age. As such, he's more resilient and even grievous wounds or deadly sickness can be recovered from with time.
+1 to Endurance, minor HP regeneration occurs in combat when well-fed.

Up the Ante! - By pushing his body into a state of overdrive, Falkare's capabilities are increased, but his body destroys itself as a result.
Increases Strength and Agility by 2 while active, but loses a small amount of HP each turn.

Fly High! - A powerful blow that can send the opponent skyward if successful. Falkare's next attack deals extra damage, knocking opponents into the air if enough damage is dealt.
Down You Go! - A brutal downward swing that can send an opponent back down to the ground like a falling star. Increased defense penetration on the next attack.
If "Fly High!" does more than 25% of the opponent's max HP, Falkare can immediately use "Down You Go!" within the same turn, dealing even further damage and highly reducing the victim's agility for a turn. Chaining "Fly High!" and "Down You Go!" leaves Falkare vulnerable and easy to hit within the next turn, however.


<>​

Starting Karma: Neutral.

Starting Weapon: A crude, but impressive club made entirely of iron shaped like a bat; essentially a plain kanabo. Designed for use with one hand, it is still large enough to be wielded with both.

Preferred Flavour: None because absolutely disgusting.
 
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Name: Stelva Mattaro
Age: 24
Contestant Number: 5
Appearance:
[spoili]
2exss9k.jpg
[/spoili]
Stelva is a short woman of average build, a trait that allows her to fade in crowds easily. Her facial features are soft and girlish, yet unmarred by the effects of aging. Stelva had allowed her straight hair to grow out without care, and now touches the small of her back. Stelva carries herself like a soldier, moving with quick and efficient grace, and appears more imposing that her stature would suggest. Her harsh, piercing stare gives her an unfriendly air. She keeps her expression neutral when alone, but switches to a sneering grin when around people.

Personality:
Stelva is blunt and snappish, never hesitating to let people know what she thinks about them. Her prickly attitude hides her inner insecurities, and she prefers to keep relationships at an arm's length. Her good analytical skills allow her to read into events and motives, and she loves to drop a sarcastic remark every now and then. Stelva is also stubborn and determined. She pursues her goals relentlessly, and is rarely caught taking a break. She prefers sedentary activities over sports, enjoying a quiet afternoon reading more than anything else. However, her military days have accustomed her to rough living conditions and basic survival skills. Having been at odds with the nobility of Yakazuma since youth, Stelva is prejudiced against them and believes they are generally lazy, useless snobs.

Backstory:
Stelva grew up in the suburbs of Yakazuma, born to a middle-class family. Her father was a civil scribe, and he soon found that young Stelva was learning to read at an exceptional rate. Recognizing her talent, her parents put her into a reputable academy to study. She found herself surrounded by upper-class children, an arrogant and pompous lot. Already able to read and write, Stelva quickly made it to the top of the year, drawing the hatred of many of her peers. She was shunned and isolated, the insolent commoner's child who dared make a fool of them.

Growing up with no friends made Stelva a prickly child. She got used to countering the other children's taunts with her own. Throughout the school years her academic dominance was challenged at times, but never wavered. Even the nobles had to grudgingly accept that a commoner's child had bested their own.

Even before she graduated, Stelva received countless offers for further study: the Mages' Guild, the Palace Institute, and other prestigious organizations of Yakazuma. Stelva chose the Academy of War, believing it was easiest to win glory on the battlefield and gain the respect of the nobles. The Academy of War trained the next generation of military officers and generals. Stelva was drilled in battlefield tactics and strategies daily, while learning Battle Magic to bolster her personal strength. Even in this highly competitive environment, she managed to pull ahead of her peers in nearly all fields after a year. Her future as a brilliant tactician was secure, if nothing went wrong.

But of course, everything went wrong. A wicked little bug called love hit her, and Stelva fell for one of the trainees, a handsome noble who was too charming for a young woman to resist. Breaking all her personal vows, she let her guard down just enough for him to cruelly backstab her, framing her for an incident she did not commit. In the aftermath, Stelva was kicked from the Academy and went home in shame.

Burning with vengeance, Stelva entered the Shi no Gemu to prove her innocence and bring punishment upon those who have wronged her.

<>
Stats:
The Bear (Strength): 0
The Mountain (Endurance): 3
The Library (Knowledge): 7
The Eagle (Accuracy): 3
The Cheetah (Agility): 4

<>
Abilities:
Coordinated Assault - Stelva's experience as a tactician allows her to boost the performance of her team. Whenever Stelva or her summons attack an enemy in the same turn as another ally, everyone involved gains a bonus to hit chance and critical rate.

Summon Guardian - Stelva can summon a guardian spirit, which takes the form of an armored soldier. Can understand basic orders. Wields a shortsword. Maximum of 1 spirit. Summoning takes 1 turn. (Used for combat support. Fully intending to upgrade this to summon more spirits, hope that's okay. Suggested stats: Str 3, End 3, Kno 0, Acc 2, Agi 2)

Summon Watcher - Summons a small, floating spirit as a scout. The watcher spirit is stealthy and relays visual and auditory information directly to Stelva. Can understand basic orders. She can also project her voice through them. Maximum of 1 spirit.

Invigorating Touch - Stelva can channel magic through her hands to heal minor wounds and boost the target's agility briefly. Effect is halved if used on the same person in the span of a day.

<>
Starting Karma: Good

Starting Weapon: Long utility knife

Preferred Flavour: Peppermint
 
Great work, you two!

After work, I'll come back to review the CS's and give the ability mechanics. But yeah, expect them to be accepted.
 
Dku56px.png

Falkare Burnhild
Age: 21
Contestant Number: 10

Appearance: Above average in height, Falkare stands at 5'9 (1.75m). His physique is wiry and well-developed, a lean rather than bulky build. A large scar across his belly marrs otherwise, oddly enough, fair and soft skin.

Personality: A wolf that's lost its pack in the guise of a human. Careful around those that prove dangerous, watchful of the useful, and without mercy to those that are neither. His aggression has been heavily curbed, but he is still more likely to solve problems with violence than soft words. Loyalty is a fleeting feeling for Falkare, one that disappears with whatever debts that have been paid.

Not entirely without tact given he's well aware that his personality is more than a bit difficult to deal with. Generally prefers to keep to himself rather than start trouble as a result, but co-operates, or at least attempts to, when necessary to overcome obstacles.

Backstory: Born to a nomadic tribe that wandered the vast desert far south of Yakazuma, Falkare grew up in a small and closely knit community rather than a family. Though family was still of importance, tribe members of a generation grew up as "siblings" as the adults took turns watching over them. Their surroundings were harsh and would claim those that showed even the slightest bit of weakness. A tribe divided was one that would be disappear like footprints in the sand.

So how did someone from so far away end up in Yakazuma? Why through the slave trade. Captured while out for a hunt, but not before he killed several of his captors, Falkare winded up as a gladiator for some wealthy bastard. Thanks to his ability to heal from vicious wounds that would have killed other men, he became a prized possession and loathed every moment of it. As news of Shi no Gemu finally reached this part of the world, his "owner" couldn't help but be lured by the promise of such an event.

That's how Falkare winded up in this damn death game, but least that damn collar is off now.

<>​
Stats:
The Bear (Strength): 5
The Mountain (Endurance): 4
The Library (Knowledge): 0
The Eagle (Accuracy): 4
The Cheetah (Agility): 4
<>​

Abilities:
Wild Child - Growing up far from the comforts of civilization, in a land untamed, Falkare's body was heavily burdened from a young age. As such, he's more resilient and even grievous wounds or deadly sickness can be recovered from with time. +1 to Endurance, regeneration occurs when well-fed.
Up the Ante! - By pushing his body into a state of overdrive, Falkare's capabilities are increased, but his body destroys itself as a result. Increases Strength by 2 and Agility by 1 at the cost of 15% max HP/turn.
Fly High! - A powerful blow that can send the opponent skyward if successful. Falkare's next attack deals extra damage.
If more than 10% of opponent's max HP is dealt, opponent is knocked up in the air, but not stunned.

Down you go! - A brutal downward swing that can send an opponent back down to the ground like a falling star. Increased defense penetration on the next attack.
If "Fly High!" does more than 25% of the opponent's max HP, "Down you go!" can be immediately used as a follow-up. Gains increased damage, chance to stun opponent for 1 turn, but leaves Falkare vulnerable for 1 turn afterwards.


<>​

Starting Karma: Neutral.

Starting Weapon: A crude, but impressive club made entirely of iron shaped like a bat; essentially a plain kanabo. Designed for use with one hand, it is still large enough to be wielded with both.

Preferred Flavour: None because absolutely disgusting.
Great work! Accepted.

Falkare is the official dunkmaster of Shi No Gemu until further notice; COME ON AND SLAM, AND WELCOME TO THE JAM.

NFjYDHE.png

You are now Falkare Burnhild, 10th​ member of Group 8.

. . . should've stayed a slave

Here's how your abilities will work mechanically. Fly High!/Down You Go! combo had to be tuned down a little (stun -> large debuff), but whoever gets hit by that will still be pretty fucked. I also buffed Up The Ante! a little; as he's slowly killing himself, he deserves a bit more of a reward for doing so.

Wild Child: +1 Passive Endurance, gains minor HP regeneration in combat when well-fed.
Up The Ante!: Gains +2 Strength and +2 Agility whilst active, but will lose a small amount of HP each turn 'Up The Ante!' is active.
Fly High!: Falkare's next attack deals extra damage, knocking them into the air if the blow deals a good amount of damage.
Down You Go!: Falkare's next attack gains moderate armour penetration. If he used 'Fly High!' and it dealt 25% of the opponent's max HP in damage, Falkare can immediately use 'Down You Go!' within the same turn, dealing even further damage and highly reducing the victim's agility for a turn. Chaining 'Fly High!' and 'Down You Go!' leaves Falkare vunerable and easy to hit within the next turn, however.


Good to know we have a nice amount of beefy characters to protect the squishies.


Name: Stelva Mattaro
Age: 24
Contestant Number: 5
Appearance:
[spoili]
2exss9k.jpg
[/spoili]
Stelva is a short woman of average build, a trait that allows her to fade in crowds easily. Her facial features are soft and girlish, yet unmarred by the effects of aging. Stelva had allowed her straight hair to grow out without care, and now touches the small of her back. Stelva carries herself like a soldier, moving with quick and efficient grace, and appears more imposing that her stature would suggest. Her harsh, piercing stare gives her an unfriendly air. She keeps her expression neutral when alone, but switches to a sneering grin when around people.

Personality:
Stelva is blunt and snappish, never hesitating to let people know what she thinks about them. Her prickly attitude hides her inner insecurities, and she prefers to keep relationships at an arm's length. Her good analytical skills allow her to read into events and motives, and she loves to drop a sarcastic remark every now and then. Stelva is also stubborn and determined. She pursues her goals relentlessly, and is rarely caught taking a break. She prefers sedentary activities over sports, enjoying a quiet afternoon reading more than anything else. However, her military days have accustomed her to rough living conditions and basic survival skills. Having been at odds with the nobility of Yakazuma since youth, Stelva is prejudiced against them and believes they are generally lazy, useless snobs.

Backstory:
Stelva grew up in the suburbs of Yakazuma, born to a middle-class family. Her father was a civil scribe, and he soon found that young Stelva was learning to read at an exceptional rate. Recognizing her talent, her parents put her into a reputable academy to study. She found herself surrounded by upper-class children, an arrogant and pompous lot. Already able to read and write, Stelva quickly made it to the top of the year, drawing the hatred of many of her peers. She was shunned and isolated, the insolent commoner's child who dared make a fool of them.

Growing up with no friends made Stelva a prickly child. She got used to countering the other children's taunts with her own. Throughout the school years her academic dominance was challenged at times, but never wavered. Even the nobles had to grudgingly accept that a commoner's child had bested their own.

Even before she graduated, Stelva received countless offers for further study: the Mages' Guild, the Palace Institute, and other prestigious organizations of Yakazuma. Stelva chose the Academy of War, believing it was easiest to win glory on the battlefield and gain the respect of the nobles. The Academy of War trained the next generation of military officers and generals. Stelva was drilled in battlefield tactics and strategies daily, while learning Battle Magic to bolster her personal strength. Even in this highly competitive environment, she managed to pull ahead of her peers in nearly all fields after a year. Her future as a brilliant tactician was secure, if nothing went wrong.

But of course, everything went wrong. A wicked little bug called love hit her, and Stelva fell for one of the trainees, a handsome noble who was too charming for a young woman to resist. Breaking all her personal vows, she let her guard down just enough for him to cruelly backstab her, framing her for an incident she did not commit. In the aftermath, Stelva was kicked from the Academy and went home in shame.

Burning with vengeance, Stelva entered the Shi no Gemu to prove her innocence and bring punishment upon those who have wronged her.

<>
Stats:
The Bear (Strength): 0
The Mountain (Endurance): 3
The Library (Knowledge): 7
The Eagle (Accuracy): 3
The Cheetah (Agility): 4

<>
Abilities:
Coordinated Assault - Stelva's experience as a tactician allows her to boost the performance of her team. Whenever Stelva or her summons attack an enemy in the same turn as another ally, everyone involved gains a bonus to hit chance and critical rate.

Summon Guardian - Stelva can summon a guardian spirit, which takes the form of an armored soldier. Can understand basic orders. Wields a shortsword. Maximum of 1 spirit. Summoning takes 1 turn. (Used for combat support. Fully intending to upgrade this to summon more spirits, hope that's okay. Suggested stats: Str 3, End 3, Kno 0, Acc 2, Agi 2)

Summon Watcher - Summons a small, floating spirit as a scout. The watcher spirit is stealthy and relays visual and auditory information directly to Stelva. Can understand basic orders. She can also project her voice through them. Maximum of 1 spirit.

Invigorating Touch - Stelva can channel magic through her hands to heal minor wounds and boost the target's agility briefly. Effect is halved if used on the same person in the span of a day.

<>
Starting Karma: Good

Starting Weapon: Long utility knife

Preferred Flavour: Peppermint
Wonderful CS! I like Stelva's backstory. She's pretty rad. And thank the Lord, it's someone who's not neutral. No offence neutral characters - it's just nice to put the green 'Good' thing again in the Cast List; it looks pretty.

Peppermint is starting to look like the best flavour. I mean, personally, I'd agree. Peppermint is fucking awesom- ugh, sorry, I'll do the ability mechanics and cool picture and stuff.

j1RDOus.jpg

You are now Stelva Mattaro, 5th​ member of Group 8.

s h o w
t h e m
a l l


Here's how your abilities will work mechanically. I'm happy with the proposed stats for Summon Guardian - I just had to tone down the Endurance a teeny bit, as they'll be wearing medium armour, which will help soak up attacks pretty well. I buffed their Strength a little to compensate for this though.

Your Guardians can't talk or craft or anything like that (obviously), but they can use all the commands mentioned in the first update. Should make for some interesting plays. Invigorating Touch can also be used on the same person a bit more often without being cruddy.

Coordinated Assault: Attacking the same target as Stelva/her summon did this turn grants an increased hit chance + crit chance.
Summon Guardian: Stelva summons an armoured soldier (with medium armour) that has the base stats of 4STR, 2END, 0KNO, 2AGI, 2ACC. They can follow basic combat orders, directed by Stelva and Stelva only. Takes 1 turn to summon; Guardians will automatically disappear after 7 turns.
Summon Watcher: Stelva summons a floating spirit that can scout out nearby areas, revealing enemies + traps. Spirits are stealthy, but if they're spotted, they can be destroyed in one hit. Stelva can project her voice through spirits.
Invigorating Touch: Stelva restores a small amount of HP to a target ally, and also gives a moderate buff to their agility for 1 turn. Healing the same person twice within an hour causes the heal/agility buff to be 40% less effective.






Oh, just so you all know, you can still change your stats/abilities whenever you like until the IC is up. Just notify me that you did so~.[/hr][/hr]
 
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Sweet! Looking forward to the IC.

Also, hello Zombehs. Looks like we meet again.
 
Hi~

Sorry, since you seem to remember me, but I don't. o-o;

Ah... different site, yes. Well, looking forward to the RP here instead.
Falkare is the official dunkmaster of Shi No Gemu until further notice; COME ON AND SLAM, AND WELCOME TO THE JAM.
Also, yaaaaas~

And pls... is it because I didn't choose a flavor? Does Falkare have no faction that likes him?
 
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Yes, I'm also curious about this favorite flavor thing. Maybe it's a secret :)
 
I want in on this role play. Is there still room?
 
9/11 with only one other person still making a character I think, so yeah.
 
"The greatest pleasure in life is doing what people say you cannot do."

2rgi2ax.jpg

Name: Ashryn Eshenesra
Age: 18
Contestant Number: 6
Personality:
P-o-s-i-t-i-v-e

Adventurous
Dependable
Dauntless (Mostly)
Optimistic
Exuberant

N-e-g-a-t-i-v-e

Impulsive
Shy
Disorganized
Naive
Hot-tempered
Backstory:
N-o-w-

Stolen from the world of Azeroli she was chosen to compete in the 8th group as constant No. 6.

T-h-e-n

Ever since she was a young elf she loved animals and learned how to track them through her teacher who was a native wood elf. Ashryn, although is not a wood elf she took up quickly the skills of one. She is in face a high born elf of royalty. But that didn't stop her from doing what she loved most. Adventure. Ashryn being royalty, was never one to participate in physical activities, so she is kind of frail without being fragile.

Ashryn has read so many books, but only half heartedly because she wasn't interested when she was younger. Though she sometimes wish she had paid more attention to her studies. When she was old enough to safely hold daggers or knives, she was taught the ways of self defense. But not only that, when she became of age, she leanred something unique about herself that none of her brethren could ever do. She was able to reach into the Nether realm and pull out a creature so horrifyingly cute. Despite it's adorable appearance, it can be deadly. Think of it as a beautiful rose, or very colorful poisoned frog.

Stats: (You have 17 points to use in total. Having 0 in a stat means they're downright useless in that aspect. What each stat does is described below.)
The Bear (Strength): 1
The Mountain (Endurance): 1
The Library (Knowledge): 3
The Eagle (Accuracy): 5
The Cheetah (Agility): 7

Abilities:
Born Tracker
- Easily able to track/follow animal tracks.
Wild Dance of Blades - Swiftly strikes multiple times while dancing
Camouflaged Strike - Sneaks up on her enemy using the scenery
Tri-Force Summoning - Summons a creature from the nether realm Trifecta (Mini Hydra)
  • Trifecta is able to breath a small amount of fire. It's hand (other heads) can breath ice and lightning. The drawback to being it can only use one at a time. If it tries to use all three or just even two, the effects on it's summoner would be devastating. i.e. Bodily Injury.

  • Stats are as follows:
    Bear: 0
    Mountain: 2
    Library: 5
    Eagle: 3
    Cheetah: 0

Starting Karma: Good

Starting Weapon: Dagger

Preferred Flavour: Cherry
 
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Erm... I take it you're going to edit in the Backstory, Personality and Abilities? Otherwise I can't accept that CS.

If you do edit stuff in though, I'll edit this post to properly review it. X)
 
Erm... I take it you're going to edit in the Backstory, Personality and Abilities? Otherwise I can't accept that CS.
YEs I am going to edit those in. I read in the rules you can post your CS and edit. That way you have a spot in the RP...correct?
 
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