Sword of Embera: Jani’s Tale

Discussion in 'ROLEPLAY GRAVEYARD' started by Bob Ross, Sep 2, 2009.

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  1. I nod in a knowing way.

    Yes, the folk of shield. I have never seen such before... a group that seems like a merger of guard and bookkeeper. They are nosy beyond my ability to measure. But, usually fairly efficient for mortals. Starks people are similar.

    I smile thinking of the word.

    Yes, I think he would at that. made me smile as you reminded me of it. This language is odd at times isn't it.

    I start eating more of the tasty stew.
  2. Basic Plot Idea: Mirabella is a world in which science and magic have co-existed for generations allowing for the usage of airships and other steampunk like machines to come into existence. Your character is a member of Jani's team of machine repairers that wish to create the fastest flying machine ever designed. The one thing holding you back are ever curious and intrusive governmental officals and warlords from various kingdoms surrounding the city of Musette, in which you live.

    RP Style: Fantasy set in somewhat modern times, the basic feel of the RP is along the lines of Full Metal Alchemist, Last Exile, Howl's Moving Castle, etc.

    No, godmoding! Follow the rules of the site! Use correct spelling and grammer!

    Character sheet.
    Race: (I'd prefer players to select one of the races listed below, if you wish to play as something else, please ask me beforehand.)

    Humans: Same as we are, can master all basic elements. Embera magic can be learned but only the wisest can control it.

    Faye: Can be devided into smaller clans. Some believe that the Faye are descendants of elves though this is a misnomer since they are not related in any shape or form. Their cultures are similar but faye are more likely to dwell willingly with humans than elves ever were. Males are called fauns, while females are nymphs.

    *Water: Most common and widespread of all the clans. Spells tend to be water or ice based.

    *Earth: Least spread around because they spend much of their time underground. They are strong and are used to heavy lifting. Spells tend to be rock based.

    *Fire: Nomadic and flamboyant. Spells tend to be flame based.

    *Forest: The most human like and happy little gardeners. Spells tend to be plant based.

    *Wind: Wisest of the Faye, they quick sprinters and can hover in air. Spells are whirlwind or thunder based.

    * Moon (Twilight): Currently considered the overall leaders of the Faye, they are based out of the nation of Chenoa. Their magic is healing and illusion based.

    *Sun (Light): Considered the most liberal of all the faye, they are often seen wearing outfits that would make a grandma blush. However, when they are in human cities, they dress more modestly. Their magic is also healing and illusion based.

    *Embera (Spirit): This clan is endangered, they have been in hiding for 300 years since the Destruction of their temple. Their magic is based on holy spells for wandering off evil.

    Magical Power: (Limit of one per character)
  3. I can totally picture being a quirky catgirl crew member, is that okay?
  4. I've said it before, I really want to play io Nitta again, and this seems like the perfect situation to play her in:


    She's really all I can think of for now?
  5. then you can count me in n_n
  6. Pumpkinhead is a VERY interesting character and one that I feel got a lot of shit because the owners didn't use the license properly. I mean 'getting revenge on people who've slighted you' isn't the most original concept in the world. But the original Pumpkinhead was a very good horror film and a good film in general for that matter. But I ain't gonna linger too much n that particular footnote since one of my pet peeves is how critics treat horror in general. >_>

    Anyway, what I was trying to say in regards to Pumpkinhead is that I feel it didn't necessarily NEED a sequel. But it got one anyway and it was...Ok, I guess. Nothing groundbreaking but that's what straight to VHS will get ya I suppose. I feel it'd have worked much better as a TV show than another film. With a TV show format, you can frame it in an anthology sense with new people finding new excuses to summon Pumpkinhead. That'd have been a better fate for him than simply becoming a Sfyf CGI shlop monster. Though i'm crossing my fingers that with SAW's producer doing a remake of it, I feel it'll breath new life into the franchise.

    Here's an article to read if you're interested Paladin. [In Defense Of] The 'Pumpkinhead' Franchise - Bloody Disgusting!

    Also, a Pumpkinhead video game! Be warned it's pretty shit tho.
  7. Name: Kysheeh'Nil-Grrarrosh (Translated: Break-Mind)
    Age: 24
    Gender: Male
    Race: Flind
    Personality: Break-Mind is prideful and prone to bragging. He's got a lot to be prideful about: He's tall, good-looking (for his race), and very intelligent with the workings of magical items. The blood of his heritage rises at times, however: He's become slightly infamous at going into violent rages or devolving to threats and cruel taunts at inopportune moments. Those familiar with him know he doesn't do it willingly, but that his heritage as a flind seeps into his actions at times.
    History: The son of a pirate sailing a ship of gnolls, he and his siblings living upon the ship until their teen years. The runt of the litter (though still physically superior to the average human), he turned on the creation of magic items to keep up with his siblings. His father, enraged by this and fearful of magic in the hands of his children, disowned Break-Mind - though was kind enough to leave him at port instead of tossing him from the ship. Break-Mind was taken in by the authorities of the port town, and spent four years in prison... this was not a good time for him. He'd have spent a short amount of time, were it not for his attitude and rages that injured fellow inmates.
    His release made him a very poor creature, and he sought out a job. Becoming employed at Jani's machine shop (deep down, he's unsure of why he was hired), he lends his magical talents and brute monstrous force into the shop's talents.
    Magical Power: Spellrage: From a race of cruel berserkers that magic rarely finds, Break-Mind has a rather... unique way of bringing his power to the front. In times of stress, his berserker blood awakens, infusing his veins with magical power... toughening his flesh and improving his physical strength by a great amount. His mind and emotions are barely in control like this - but still in control. He can tell friend and foe, but he can barely speak full sentences in his rage.
    Weapons: His natural claws and teeth have been enough to defend him for ages. The knife he wears on his belt isn't, in fact, a knife - it's a strip of material he uses to sharpen his claws and teeth.
  8. [​IMG][​IMG]
    Kara Zor-El

    Argo City on the Planet Krypton

    Kara Danvers,
    Girl of Steel,
    Girl of Tomorrow,

    In-costume appearance:

    Kryptonian Female






    Intelligence: 3
    Strength: 7
    Speed: 5
    Durability 7
    Fighting Ability: 5
    Energy projection 5

    Skills (taken from the DC wiki and Supergirl Wiki):
    Multilingual in both English and Kryptonese
    Hand-to-hand combat expert

    Powers and Abilities (taken from the DC and Supergirl wiki):
    Kryptonian Physiology: Like all Kryptonians, Kara possesses the power to absorb the light and radiation of young stars, specifically those in the main sequence yellow spectrum. Her body is constantly absorbing and storing energy from Earth's yellow sun, which in turn grants them incredible powers, such as superhuman strength, senses, impenetrable skin, and even the power to defy gravity.

    Yellow Solar Energy Absorption: Like all Kryptoninans in Earth's environment, Kara is able to absorb solar energy from a yellow sun. Her Kryptonian body cells absorb, metabolize and store the energy like a living solar battery, which manifest as her various abilities.

    Super strength: Chief among Kara's superpowers is her superhuman strength. As all Kryptonians under a yellow sun, Kara has an enormous level of superhuman strength, enough to easily kill a normal human if she were to punch them directly. After embracing her powers and becoming Supergirl, Kara's true potential started to manifest in a slow pace, allowing her to stop a train moving at Mach 1, or even more impressively, lift over a million tons of condensed star material. Additionally, Kara proved strong enough to literately lift Fort Rozz out of the Earth and into Outer Space. While not limitless, the extent of her super-strength is undetermined as of yet; making her among the strongest terrestrial beings in the known universe alongside her cousin and the Martian Manhunter. Despite her strength, Kara still must physically exert herself when fighting other superpowered beings of similar levels of strength and durability, such as other empowered Kryptonians.

    Super speed: Kara possesses the ability to move at incredible super speeds, far greater than that of any normal human, essentially making her "faster than a speeding bullet"; able to exceed well over the Mach 1 - the speed of sound. Once she started to actually use her powers in a less restrained way, she was easily able to move at supersonic speeds surpassing Mach 3, even to the point where she can almost catch up with a speedster like Barry Allen who could go at Mach 13. Additionally, James also implied that Kara is even faster the Clark.

    Flight: As all Kryptonians under a yellow sun, Kara is able to fly at supersonic speeds, faster than she can travel by foot, she does this by manipulating her own gravitational field.

    Invulnerability: Kara is essentially invulnerable to all Earthly weapons, with bullets simply ricocheting whenever they come in contact with her skin. However, her durability has proved to be somewhat weaker than that of her cousin, Kal-El. This is probably due to the fact that he cousin has spent more time under the Earth's yellow sun than Kara has. She is immune to bullets, lasers, missiles, blades, radiation, cold, and has an extreme heat resistance. she can also survive the pressure of a vacuum.

    Accelerated healing factor: Kara is able to heal much faster than a normal human. Also, Kara's body processes and burns calories much faster than any other normal human, meaning she must eat a substantial amount of food depending on how much she exerts herself each day.

    Super hearing: Kara has super-sensitive ears that can pick up sounds from miles away. She once heard a sound of over 60,000 Hz and can hear the extremely high pitched signal of Jimmy Olsen's watch.

    Super breath: Kara is able to exhale powerful gusts of air from her mouth. She can also cause the temperature of her breath to drop, therefore able to freeze nearly anything.

    X-ray vision: Kara is able to see through all solid objects; except for lead.

    Microscopic Vision: This is the ability to see extremely small objects and images down to the atomic level.

    Infrared Vision: Kryptonians can see with better acuity in darkness, and to a degree in total darkness.

    Telescopic Vision: This is the ability to see something at a great distance, without violating the laws of physics. Though limited, the exact extent of the ability is undetermined. In function, it is similar to the zoom lens on a camera.

    Heat vision: By concentrating every solar-energy reserve she has in her body, Kara can emit powerful heat lasers from her eyes.

    Immunity: Like all Kryptonians, Kara is immune to all forms of diseases and illnesses.

    Telepathic Immunity: Like all Kryptonians, Kara is immune to all forms of telepathy.

    Supergirl suit: Kara wears a suit specially designed and engineered by her friend Winn Schott. The suit is flexible, yet durable, able to withstand all of Kara’s flight, speed and fighting tactics that only a Kryptonian can bring onto the battlefield.

    Lead lined glasses: Kara wears a pair of glasses lined with lead. The lead reduces her now enhanced vision, enabling her to adapt and live on Earth without being irritated by her powers.

    Lead lined earrings: Functions the same way as her glasses but for her hearing.

    Kara Zor-El was born on the planet Krypton in the Solar System of Raos. She is the only child of Zor-El and his wife Alura. The eldest child born of the two El brothers, therefore she is the real heir to the house of El. She grew up happily with her family and when she was thirteen, her paternal uncle Jor-El and his wife, Lara Van-El had a baby boy named Kal-El. At the same time, Krypton was dying. The core was unstable and much of the planet’s resources had been used up. With Krypton’s destruction near, Alura and Zor-El sent their daughter after Kal-El to Earth in one of two pods created by Jor-El, charging her with protecting and raising her baby cousin. When Kara’s pod left the Kryptonian atmosphere, the planet finally exploded and the blast wave knocked Kara’s pod off course and into a region in space called the Phantom Zone along with the prison, Fort Rozz. She slept for the next 24 years, held in a stasis that kept her in the same age as when she entered. Finally, due to the actions of an alien by the name of Indigo, her pod was able to escape from the Phantom Zone and resume its course for Earth. Her pod crashed on Earth and she was found by a grown Kal-El who had already taken on the mantle of Superman. She was then given to Jeremiah and Eliza Danvers, a couple of scientists who helped Kal-El to understand his powers. They pledged to raise Kara like one of their own. They had one other daughter, Alexandra Danvers, and the two girls became sisters.

    Adjusting to Earth was difficult for Kara. In addition to being confused and homesick, she was constantly bothered by her newfound powers. Sounds became unbearable, her vision was overwhelming, and she did not know her own strength. Kara had a few incidents where her identity could have been revealed exposing her to unwanted government testing. The Danvers then told her she needed to hide her powers. Jeremiah developed her signature lead lined glasses in order to help his adoptive daughter adjust.

    One evening, a mysterious man knocked on the Danvers household on suspicion of who Kara is. He demanded to take Kara for testing, but Jeremiah Danvers offered himself instead. He never returned and is presumed dead. For the second time, Kara had lost a father.

    For the next 12 years, Kara decided to live the most normal life she could. She went to school, graduated from college and moved to National City where she got a job working as the personal assistant to media queen Catherine “Cat” Grant.

    One night, after a failed date, Kara heard that Flight 237 bound for Geneva was about to crash with her sister Alex on board. For the first time in her life, Kara embraced her powers and saved the plane, even though she did damage National City’s Otto Binder Bridge and was later berated by her sister for exposing herself. Nevertheless, this was Kara Zor-El’s debut and she finally felt like she was living to her full potential.

    The next day she told her closest friend, Winn Schott, her secret. Winn developed a suit for Kara and printed the House of El insignia on her chest to bear proudly, just like her cousin. James Olsen gave her the blanket Kal-El was wrapped in as a baby for Kara to use as her cape. She at first wanted to go by the name of Superwoman, but Cat Grant used her own influence in the media to dub her Supergirl and it stuck, much to Kara’s chagrin. Kara continued hero work with James and Winn at her side and was eventually recruited by the DEO in order to capture and sustain escaped Fort Rozz escapees, including her maternal aunt Astra and her husband,Non.

    Kara now stands as National City’s very own superhero, working with law enforcement against crime in the city and also with the DEO to detain escaped Fort Rozz prisoners.​
  9. I'm intrested. I'll read this up and sumbit profile :)
  10. I must join for master... ^^
  11. Name: Xavier Birdsong
    Age: 254
    Gender: Male
    Race: Sky Lowers Faye
    Personality: Though Xavier is older he has quite a bit of zeal for living, especially when it comes to machines and inventions. He is usually sleeping whenever he isn't actively doing something. He also sees the airship as his life's work.
    History: Xavier grew up in a small mining community, his parents worked there using their magic to keep fresh air flowing through the mines during the work days. His parents taught him to use magic like them, but he put it to different uses. He began tinkering, making smaller replicas of the few machines the town could afford. He experimented with the machines mechanically and magically to improve their effectiveness. He had moderate success with a few by the time he was an adult, but not enough to really produce anything worth using.

    He left home as soon as he could, he was able to get jobs at mechanic shops, but they never seemed quite ambitious enough for him. They rarely tried to create anything, and if they did, it was always something that had already been built. He wandered from shop to shop until he ended up in Mussete. He got another job in a shop, but he was just as bored with the work, until he heard his boss talking about Jani's idea. His boss thought it was ridiculous, but Xavier jumped as the chance to actually invent something new. Along with working on the airship, he's developed worker machines to handle the very heavy lifting required, they can't handle anything delicate though.

    Though Xavier is getting older in his years, he doesn't have much to show for his life, so he's considering making the airship his life's work.

    Magical Power: Magic refinement: Xavier is exceptionally skilled at enhancing machinery with his magical abilities.
    Apperance: [​IMG]
    Weapons: Embera enhanced machines.
  12. Name: Ross Oliver

    Age: 23

    Gender: Male

    Race: Human

    Personality: Ross is very philosophical and doesn’t like things that do not go as planned. If things do not go as planned he will force them back to the proper way.

    History: A long history of brutal training is the cause of Ross’s insane nature. He trained under one of the greatest doctors. With his magic and precision with equipment Ross has become one of the best surgeons any adventurer would be relieved to have.

    Although these skilled hands and mind are great at the job he is not exactly the easiest person to get to know. Crews have tended to send in reports that Ross was not exactly liked by the rest of the personnel. Thus Ross now tries to find whatever job he can grab. Just so happens Jani is about to depart and they need someone to work medical.

    Magical Power: Instrument of Blood: Using magic to shape blood to any consistency and shape is an extremely difficult magic to master. Some even consider this magic to be sinful to use as it is used in war by the most skilled. Instead of using it for violence these powers allow Ross to perform difficult procedures thus saving lives instead of destroying them.

    Show Spoiler

    Weapons: Any weapon can be crafted from blood but blood must be on the battlefield first. So Ross takes with him a cutlass on every adventure. He is not exactly extremely skilled but drawing blood will do just fine in his case.
  13. I updated the character sheet application for some more detailed information, this will not affect players whom have already submitted a character.
  14. Character sheet.

    Name: Kali Ba'stet

    Age: 21

    Gender: Female

    Race: Cat person (If anyone has a better name for this race I wouldn't mind suggestions.)

    Personality: Hyperactive and up-beat. It's rare to see a depressed face on Kali. If she fails she'll turn around and try a different approach with little to no sulking in between. She's an out-going girl that likes to get things done, but knows when its time to take it easy. Though she's positive most of the time, don't underestimate her attitude when she's angry.

    History: Kali was born into a country divided by civil conflict. Her family left the country four years after she was born so she has no real memory of that time. The youngest of three siblings, Kali always stuck out from the rest of her family, who made a living by traveling with a circus, using their agile skills to entertain with acrobatics. Kali, however, was more interested in machines, learning how they worked, and flying them. At sixteen she ran away to pursue her dream, but found her outlet as a member of pirate crew. After living and working with pirates for four years she found it wasn't the life she wanted and ran away again. At twenty she joined Jani's crew to live the life she originally wanted to.

    Magical Power: Recovery Magic: Kali can use a type of magic thats passed down through her family. She can quicken the healing process with this power, but it only goes so far and over using it takes a lot out of her.


    A gun she keeps holstered on the back of her belt is her only real weapon. She also keeps a knife on her, though its more of a tool and only used in self defense as a last resort.
  15. Okay all the characters look good thus far.

    Since I haven't been a GM with most of you before, I'll give you a brief overlook of how I set up RPs on Iwaku. The vast majority of my plots will be set up in a chapter format that generally last between 10 to 15 posts depending on how the plot is flowing. Each chapter will generally start with a 1st Person Point of View, in this case it will be Jani.

    As well, if we are dealing with more than one location, please be sure to put Location, Place above the main text you are going to post. Finally if your post is more than 5 paragraphs long pleae place a summary on the bottom of the post. This way, we can be all on the same page incase you don't have time to read every one's post.

    Do except some character hijacking from me, since there will be times I need a speific character to do something to help move the plot along.

    That's pretty much it. Any questions, please feel free to IM or PM me.
  16. Okay IC is officially open in the fantasy section. For first posts, all I require is that you all already be in Jani's workshop so we don't have to waste 12 posts explaining where you are currently located and taking 12 weeks for us to get the plot moving around. Other than that just do what you normally do when introducing your characters.
  17. Name: Kuja Laine

    Age: 18

    Gender: Female

    Race: Wind Faye

    Personality: Kuja is agile in mind as she is swift of foot. Calm and analytical, her piercing winds can often be felt seperating a disagreement, since she dislikes fighting.

    Kuja has never known her mother, yet she grew up with her placid father in a human city where he worked for many years of his life while he brought up his only child. From her father, Kuja learned patience and discipline of her spells, though she always seeks to learn more. Taking on his traits as a quiet and soft-spoken person with an affinity for tools and fixing things, she tended to hang around bars to watch the people come and go.

    It was in one of these that she by chance ran in to Jani and was taken in by her free spirit and enthusiasm, which entranced her. Since then, she has faithfully followed her in her exploits, lending her various talents when needed.

    Magical Power: Orb of Air -
    Whether used to sit upon to levitate herself or hurled at foes, Kuja can create a sphere of air at any size between a marble and a roughly twice the size of a sphere to manipulate.

    Show Spoiler


    Kuja carries a slim pair of daggers with silver hilts and blades of a black metal that she wields in conjunction with her darting speeds and evasion.
  18. Looks good Kitti.

    Just a reminder, the RP IC is now open in the Fantasy Boards.
  19. sorry about the delay, I've had some internet troubles.
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