The Twelve Mentors

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OverCast

Guest
Original poster
In the Kingdom of Novahkin, sits a large Province known as Tigersigh, a city with an evil and corrupt governmental society known as the "Twelve Peers", a group of High Paladins, who are bent on destroying every trace of the guild known as "The People's Syndicate", a group of rebel's built up from a cult of thieves. The Peoples Syndicate know the truth about the Twelve Peers, and do everything they can to expose it.


Character Signup

Full Name:
Age:
Gender:
Race:
Height:
Weight:
Civilian, Twelve Peer Soldier, or People's Syndicate Disciple?:

Appearance:
Personality:

Skills - Pick 1 from each Archetype

Physical

Strength

Speed

Stamina

Mind

Intelligence

Willpower

Tactics

Combat

Swordsman

Ranger

Mage

Inventory/Spell List:
 
Name: Argo Venalis
Gender:Male
Age: 19
Species:
Human
Family:
Argo's family was long after sought for by the High Paladin and his soldiers, as they were a family of powerful thieves. His family was killed by an "Accidental" fire, though Argo believes that there are no accidents, as this is certainly not one.
Personality: Argo is quiet, though adventurous. He is shy in his speaking skills, but by no means is he a coward when it comes to battles or quests. He likes to make himself known, yet keep his presence unknown. He isn't good at mingling, or in that case chatting.

History:
Argo was born into a family of Thieves, his Father, Mother, and older Brother being part of this "Guild". Argo's older brother, Yuri, was perhaps Argo's closest friend, and the only one the he felt safe opening up to. His brother trained him in the arts of a Thief, fighting, shooting a bow, park-our, and swordplay. The Venalis family was constantly being harassed by The High Paladin and his Soldiers, always being questioned when something valuable was out of place. Perhaps the most cunning thing that the High Paladin engaged in doing was burning down the Venalis Estate, killing all of Argo's family inside at his tender age of 13. Argo survived only by the fact that his brother had sent him out to sharpen his sword, which is now the sword that Argo carries.

Current Goal/Purpose:
Argo's goal is fueled by the murder of his family, as he seeks to destroy the High Paladin and the Twelve Peers.

Appearance:
Vaitz_the_swordsman_by_Archaia.jpg


Civilian, Twelve Peer Soldier, or People's Syndicate Disciple?:
Leader of the Peoples Sydicate

Argo's Stats

Physical Merit: Speed
Mind Merit: Willpower
Combat Merit: Swordsman

Inventory: Venalis Family Sword, Mithril Chain Armour.

 
Full Name: Karen Farring
Age: 20
Gender: Female
Race: Human
Height: 5'8
Weight: 112 lbs
Civilian
Appearance:
wesomeness.jpg
Personality: Funny, sarcastic, but can get down to business when needed.

Karen's Stats

Physical Merit: Strength
Mind Merit: Tactics
Combat Merit: Swordsman

 
Full Name: Karen Farring
Age: 20
Gender: Female
Race: Human
Height: 5'8
Weight: 112 lbs
Civilian
Appearance:
View attachment 7957
Personality: Funny, sarcastic, but can get down to business when needed.

Karen's Stats

Physical Merit: Strength
Mind Merit: Tactics
Combat Merit: Swordsman


Accepted. Make sure your first post when the thread opens says a little bit about who she is.
 
Full Name: Xen'ik Chay
Age: 23
Gender: Male
Race: Human
Height: 5' 7''
Weight: 123 pounds
People's Syndicate

Appearance: Short, with wild brown hair and blue eyes. He has lightly tan skin and his garb tends to consist of a bright red tunic, a leather jerkin, and cotton breeches.
Personality: Tends to stay silent and trusts very few people. He will only speak to a few members of the People's Syndicate whom he knows he can trust with his life, and is extremely paranoid towards everyone else. This can make him very unpleasant to be around at times but on several occasions it has saved his life.

Skills

Speed

Tactic


Ranger

Inventory: His sword and bow, a quiver of 30 arrows, bedroll, rations for 2 weeks, 5 torches, leather armor
 
Full Name:
Age:

Gender:

Race: Human

Height: 5'8

Weight: 135 lbs

Civilian

Appearance:
View attachment 7968

Personality: A very keep it to your self kind of guy. Will act alone from time to time and is very difficult to convince.

Skills -

Speed

Willpower

Swordsman
 
wip

Full Name:
The Sweeper, Sweeper(Does not remember actual name)
Age:
32
Gender:
Male
Race:
Human
Height: Five-foot Eight
Weight: One-Hundred thirty-Five pounds
Civilian
Appearance:
Personality:
Humble, Simple, Serene. His expressions are more often than not, subtle. He needs little to be happy, and a lot to be upset. When times are dire he maintains his composure and confides in simple pleasures. Through patience and meditation Sweeper finds what is needed to keep balance in all situations. Sometimes because of this, however, his ideals may seem out of touch with the emotions of regular people, but his magic keeps him close. When approached with a difficult situation the man will try to see it from all sides, although he may not necessarily always agree. It can create an internal conflict when outer conflicts cannot be resolved peacefully.
History: Due to the nature of his abilities, Sweeper has difficulties remembering anything. He's been working as a servant in a noble house for a month now, but remembers nothing from before. Recently, Sweeper re-discovered his abilities, as well as their price. Curious. He seeks to find out who he was before, and if possible avoid using his newly discovered power in the process.

Sweeper's Stats

Physical Merit:
Stamina
Mind Merit:
Intelligence
Combat Merit:
Mage


Inventory:
Broom: A shoddy broom used for meditative sweeping.
Strange Book: A strange book written in what appears to be an ancient language. Some pages are scribbled over, others ripped from the binding.

Memories

Power for spells are drawn from memories. Memories can be taken from the caster or another via use of the spell Memory Leech (see actual spell for conditions). When a memory is consumed it disappears from the subject entirely. Others may try to remind the subject of said memory, but it will never return exactly the same as when it was originally made. The experience will only be vicarious, and thus the potentcy of the memory as a tool for magic significantly weakened.

Require No Power:
Hypnotic Daze:
When the caster meets eyes with their intended subject, the subject enters a hypnotic daze. In this state the subject is susceptible to suggestion and cannot move. Their eyes are also fixed open and will not close until the daze is over. (subjects susceptible to suggestion WILL NOT do things they would not be willing to do normally. Someone cannot be made to kill themselves unless they were otherwise considering such an action. Even in such a situation, the subject will simply be more likely to consider taking such an action.) The daze ends when eye contact is lost, but the subject is not necessarily aware when and/or if they are under a hypnotic daze.

Memory Expedition: When the subject is in a daze, the caster may go on an expedition into the subjects memories. The expedition leaves the caster prone and unaware of their surroundings, but allows themselves to experience the subjects memories as if they were their own. If the caster is not looking for a particular memory, they will find more recent or less prominent memories first. If the caster has a particular memory in mind, they will encounter one of three possibilities: The memory is readily and easily accessible; The memory is accessible, but only after wading through other memories; or the memory is heavily guarded. Regardless, when on an expedition there is always a possibility that the subject's mind will attempt to defend against caster. The caster may have to employ Inhibit Inhibitions to weaken the defences of the mind or fight the defences internally.


Require Power:
Inhibit Inhibitions: When the subject is in a daze, the caster may inhibit the subject's inhibitions. This ability weakens the subject's will to varying degrees depending on the amount of power put behind the spell. Lower levels make the subject more willing to go against more basic inhibitions, where higher levels make the subject more willing to go against self-preserving inhibitions. Inhibit Inhibitions is most effective when coupled with the caster's knowledge of the subject's memory.
Cost: Equal to strength of spell level cast.

Memory Leech: When the caster is on a memory expedition, they may use memory leech. The spell will only be successful if the caster has already experienced the memory in its entirety. The power needed for this spell is half that of the memory's potency. This is why power drawn from another individual's memories is only half as powerful as drawing from one's own memories. It's important to note that the caster must already have enough power to use Memory Leech before acquiring the new memory for the spell to be successful.
Cost: Equal to half the potency of the memory being leeched.

Altered Memory: While on a Memory Expedition, the caster may alter a subject's memory. Depending on how well the change fits with the rest of the memory, and other memories, it may be resisted. However, a clever caster will utilize their knowledge of the subject's memories to create a believable, barely-resisted altered memory.
Cost: Equal to a fraction of the altered memory, or the entire cost (depending on variables)

Create Memory: While on a Memory Expedition, the caster may plant a fake memory inside the subject. This memory will have an impact with an effect equal to the impact of the memory sacrificed. Fake memories, however, may be met with resistance and can be overcome with will (and aided against when contradictions are revealed). However, if the caster is clever, they can use their knowledge of the subject's other memories to create a more realistic, less resisted, memory.
Cost: Equal to double the potency of created memory

Sleep: When the subject is in a daze, the caster may use this spell to put the subject to sleep.
Cost: Equal to one basic memory.

Nightmare: When the subject is asleep, the caster can project a nightmare into the subject's brain. When they awake, they will fear the focus of their nightmare until they've had a proper nights rest.
Cost: Equal to one basic memory.

***Thanks to Jinx and The Butterfly for premise of using memories as a resource, and other various influences throughout!
 
Just as a reminder IM going to need some people to volunteer to play the Twelve Mentors...


Hartke and Carric are all accepted.
 
What are the choices of race? Since you asked race as a question, and have not specified what we are allowed. :)
 
Keep it realish. Dont be a dragon or Furrie. As for Humans, Vamps, werewolves, and the lot, its fine.
 
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Full Name: Demiata (No last name)
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Age: 21
Gender: Female
Race: Half-human, Half-Fae, although she believes she is completely human.
Height: 5'7
Weight: 120
Syndicate Disciple

Appearance: Her once baby-round face has thinned and become lean, accenturating her long nose; although her lips kept a slight plumpness. Her hair is cut short by hand, black straggles reaching towards her chin, and with her paled skin, only her eyes held any color on her face; two silvery-blue dots. Two long scars run along her back, almost touching into a V shape. She does not quite remember the origin of them, but she believes she got them during the fire.

Personality: A thief is a master of deception, and she may put on any facade needed. She usually remains distant from others, and any person must work for her trust. All the kindness, humor and other parts of her nature remain hidden on falsely cold eyes while her wit and sarcasm tend to surface.
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History: Her mother died in labor and she was sent to an orphanage. At the age of six, the orphanage burned down, and she lived on the streets. She taught herself the art of thievery, and was eventually recruited by a Guild. She soon learned she could perform magic, but was quite the novice since she couldn't find a teacher. As the Syndicate decided to revolt, she followed along, feeling like she had to repay them for taking her under its wing.
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Stats:
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Speed
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Intelligence
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Mage
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Inventory/Spells:
Illusion: Able to create an illusion from thin air, this may affect any sense.
Drawback: Harder than Delusion, the stronger the illusion the less minds that can be affected. The concentration usually allows little movement, and drains her energy.
Delusion: Able to modify the scent/smell/sight/touch/taste of an object to that which she wants. This is easier than illusion, since she already has an object to perform it on, and the more similar it is to the actual object, the easierit is.
Drawback: The concentration allows movement, but with delusion, she must keep that which she is affecting within her sight. It also drains energy.
Nature: So far she is unsure of how this works, but she does hear the whisper of plants and animals within her mind.
Drawback: There is none she has perceived yet.

All her spells also drain her humanity, very slowly.
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Full Name: Yusif Kalwreathe
Age: 35
Gender: Male
Race: Human
Height: 5' 9"
Weight: 215 lbs​
Twelve Peers High Paladin

Mage.jpg

Personality: Vain, Dark, Evil, Corrupt, Unfair, Amonic

Skills

Stamina
Willpower
Mage


Black Magic Types

Inverted Deception: When the opponent makes eye-contact with the caster, all movements seem to be reversed for the person casted upon, I.E. Moving your right arm will make you use your left arm.

Black Hole: A black hole that lasts for around 30 seconds. Can suck in any thing in-front of it, including the caster.

Shadow Rend: Incorporeal, allows the user to manipulate their shadow into attacks.




 
Full Name: Yusif Kalwreathe
Age: 35
Gender: Male
Race: Human
Height: 5' 9"
Weight: 215 lbs​
Twelve Peers High Paladin

Mage.jpg

Personality: Vain, Dark, Evil, Corrupt, Unfair, Amonic

Skills

Stamina
Willpower
Mage


Black Magic Types

Inverted Deception: When the opponent makes eye-contact with the caster, all movements seem to be reversed for the person casted upon, I.E. Moving your right arm will make you use your left arm.

Black Hole: A black hole that lasts for around 30 seconds. Can suck in any thing in-front of it, including the caster.

Shadow Rend: Incorporeal, allows the user to manipulate their shadow into attacks.





THis character is up for grabs.
 
Cool. So our characters should start out joining the syndicate then (looking at the first post)? Also I have a mentor character almost finished if you're still looking for more people to play mentors. I'll whip her out whenever we need a mentor.
 
Whoops, may have broken the posting order there sorry.