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| Re: Character List Name-Deit Age-17 Race-Elf human hybrid Sex-male Deit has spiky gray hair. It kindof resembles Kakashi from Naruto. Deit has dark maroon eyes that glow abnormally and intimidate the victim. WEight-116lbs Height-5'8" Weapon-dual katanas and his mothers short sword that resembles a shank. Armor-light black tunic with baggy pants protects against only the weakest attacks. Strengths-Deit is incredibly fast, and wielding non-dulling swords. Deit has much stamina, and only tires after approximately 30 minutes of intense battle. He easily evades all but the quickest attacks. Deit can also intimidate his enemies using his ghostly appearance. In afit of rage, Deit becomes more powerful than before, and his endurance and willpower will go up. Weakness- If the enemy is able to hold him off for a certain amount of time, then Deit will be defeated. He also has rather light armor that does not protect him as well as if he wore proper armor. Deit is easily controlled by his anger, which causes him to make reckless choices, which often lead to his defeat. He is rather unfriendly, which usually causes him to get mixed up in a battle where he is hugely outnumbered. Skills-Deit is able to disable enemies quickly by striking at certain nerves. Deit is also capable of making fire or lightning flow through his katanas and cause more damage as well as boosting his speed up about 10%. This magic is very rare and it uses much mana, and Deit can only use about two bursts that last about 1 minute. He can be rather ninjaish, with natural talentss for stealth. He learned this at the orphanage, in which he had to be quiet in able to steal food from his fellows. Deit is also very agile, which he inherited from his elven background. Appearance- Deit's face is covered with a black veil. He as strange, unearthly, and red glowing eyes, and a rather slender and thin figure. Deit is also very pale. He inherited some elven traits from his mother. He has slightly pointed ears, but does not appear as muscular as other humans of his strength. He has an angled face, which tapers to a point at his chin. His eyes are also angled and catlike. His swords are strapped on his back by a dark red sash. He has longish legs and usually has a bored looking expression. However, when Deit is in battle, his face contorts with a bloody glee and his eyes glaze up to an opaque red. Deit's clothes are mostly black with a few purple stripes going down his sleeves. Personality- Deit is hot headed but doesn't show his anger but instead takes it out on the victim of the offense. He dislikes delays, which explains his tendency of liking quick battles. Deit has an indifferent nature and does not care for others as much as his deceased mother would have liked. Deit does not have friends currently. He likes to intimidate enemies before attacking them directly, and he also doesn't talk much. Bio- Deit's parents, because of their vastly differing race, were not compatible, so his father abandoned him and his mother at an early age and his mother died soon after from the grief of the lose of his father, for elves believe that a child is an ultimate vow of love that must not be broken. Deit's father was human while his mother was an elf. His early life was full of abuse. For 10 years he lived in that house of misery. His fellow orphans made fun of him because he had elven origins in his blood. The orphanage's caretakers were also prejudiced against him because he was half elf. At the orphanage, the caretakers provided him the smaller portions of food, which forced him to steal from the other orphans. This helped him develop his supernatural speed and stealth. After slaughtering all the inhabitants of his orphanage and of its town of Eiselgrof using his mothers sword, he ventures into the woods to find his human father to kill him for abandoning his elven mother. In the woods, he meets a group of elves, where he learns to fight more skillfully with a sword, and here he also learns the magic of controlling lightning and fire, as well as obtaining his un breakable katanas. But, Deit(because of his impatience) never finished his training and relies on his natural talent, but he is still a formidable foe, as all elves are. He also seeks vengeance on the world for his early years of misery. Driven by his own anger, he attempts to kill all he meets but for those that may be able to help him on his bloody quest for revenge.
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| Re: Character List I. Name: Neeko Ivlani Meleth II. Gender: Male III. Race: Rysme (A group of individuals who are capable of tracing their heritage back to the infamous Coquette [See my character Vana]Clans. However, in the modern world, this group of individuals tends to be the antithesis/competition of the female spies/assassins rather than respectful because of their connection. They are basically humans, and live the life of Gypsies.) IV. Age: 23 V. Alignment: One of the many shades of gray, seeing as he lives in the moment. Albeit, he has a strong sense for what he deems good or just. VI. Character Looks: Neeko has very angular/sculpted features. With a medium set, yet nicely arched brows that accent his chiseled nose well. Slightly pronounced cheekbones and a sharp jaw line create a face, which one would see in a masterpiece sculpture. A small hollow between the two features, that because of his tight tan skin, catches a small bit of light to cause his handsome face to seemingly glow in strong sunlight. His hair frames it all very well, giving an over all exotic, slightly mysterious, but good-natured look to the man. His neck is considered long, only slightly though, and of nearly perfectly proportional thickness to the length, albeit some may say it is a tad too slender. It gives his voice the easy to hear tone of a performer, along with a smooth masculine tone that articulates words very well and is easy to understand. It leads fluidly into his strong, broad shoulder, with a clearly defined collarbone. His arms, as with the rest of his body, are leanly muscular. Not huge, but well shaped. As is his abdomen, with a nice six pack and well-shaped pectorals, earned from the countless amount of training the man does, it is not a wonder he performs his tricks upon the street mostly without a shirt on. He has a small “inny” belly button, and pert, on the smaller side, nipples. When he does wear a shirt, it is usually open collar, with no sleeves, or long flared sleeves, tight, and flashy, either a red or golden color. His waist is slim, yet proportional to the rest of him. With a light trail of hair from the bottom of his navel, downward. Because of the types of pants the man wears, tight fitting near the top, so they do not fall down, but sitting low on his waist, and slightly billowed at the bottom of the leggings for show, (But that can be tightened with a draw string for silence.), most of the time there is a goodly sized bulge in the front of the man’s pants. Under those pants there are lean muscled legs, with superb claves and thighs. Neeko’ feet are nicely arched, with width and length that give him very good balance, and a nice stance. Mostly they are covered by hard-soled calfskin shoes, which are silent, and comfortable. Eyes: The whites of the eye are stark, blue veins visible if looked at closely to be thrumming along the edges, just visible against the stark color of fresh fallen snow. The iris is ringed by a shade of red that is nearly yellow, bright and fiery. It is not really orange, but neither is it the other two colors. This accents the enchanting emerald green of the rest of the iris, mysteriously well. As one progresses unto the deep well of black which is the pupil, a few lighter rings of green appear about three fourths of the way down, like veins of quartz reflecting the color of a precious rock, contrasting the dark color of both the pupil and gemstone green iris. Hair: Eye length black strands. Slightly wavy, it glistens almost blue when wet. Most of the time, it is parted slightly to the side, with his hair framing both sides of his face, but when dressing up or if he feels like it, Neeko dries his hair very well after washing it, so that it is almost perfectly straight, and puts it all to one side. This creates a very aesthetic look, with half of his face covered mostly by bangs. The hair upon the sides and back of his head is short enough for this not to look awkward at those places, but the shortness while his hair is in its regular position is not noticeable at all. Height: Taller than quite a few beings, Neeko stand at a full height of roughly 6 feet and two inches Weight: 175 pounds of lean muscle Other: His arms and hands are adorned with the scars of his profession, although most are very faded, as it has been a while since he was just starting to learn. VII. Personality: Neeko is of quick wit, and quick tongue. Good-natured to an extent, the man takes pride in his skills. He is flirty, very flirty, with whomever he meets, even if he is a homosexual. Always seeking to earn a few more coins, the Rysme will leave the streets to do a private job, although it is not usually related to his street performing, but usually to be an “exotic dancer”. Neeko is really loyal to no one besides the Empress, whom he strongly believes is the only thing that is keeping the world in a fragile state of peace that is currently held. Other than that, everything is up in the air. VIII. History: Born into a traveling band of Gypsies, Neeko grew up a free spirit. His mother was the band’s most valued acrobat, and brought in much money for his family. She is a very beautiful woman, and she is equally kind. His father was the blacksmith/woodworker/and cook for the band. Although he was nearly as good looking as his wife, he gained her love through his kind deeds, poetic words, and unadulterated love. Neeko’ childhood was great, spending most of his time playing with the other children, being loved greatly by his father and mother; it was an ideal childhood. He played daily with the many animals that their Band had, either for livestock, recreation, transportation and trade. Him and the other children would spend much of their time simply playing tag, seek the hidden, or monsters. Many a time throughout the day, seeking his father for a treat, which he usually gave them. As he grew a little older, the boy took interest in the jugglers. He spent more and more time with them, learning their trade for a while each day, although still spending much of his time playing and doing other things small boys do. And as he grew older and older, he spent more and more time each day with them, as all children do when they select a profession. Juggling came easy to the boy, being a Rysme; his extreme dexterity and speed put him past the traditional balls quickly. Now quickly, mind you, is still a good amount of time to learn a craft. He was at the age of 14 when he started perfecting the clubs, and batons, and at the age of sixteen, he was just as good, if not slightly better than most jugglers in the Band. Around this time, the Gypsies had stopped in a large city for a festival. There were a few other groups of traveling entertainers; one in particular had a young man that danced, with swords. Neeko became enrapt with this performance, spending much of his time, when he was required to juggle, watching the other youth perform, his hot sweaty shirtless body moving fluidly as the scimitars whirred around him in intricate patterns. One day, about half way through the about three month festival, the other teen appeared while Neeko was juggling. At the end of his performance, the other boy, David an Arian at the age of 17, confronted him. He told Neeko he had noticed him watching him, and offered to teach the Rysme if he was willing. The rest of the festival was a blur. David was an adept teacher, and a handsome one. The two quickly became lovers, spending most, if not all of their time, together. Neeko’ family was accepting, and did not mind at all, David sometimes spending the night in Neeko’ tent after dinning with the Rysme’s band, after the two performed together on the streets. But David’s family was a little less understanding as they had already arranged a marriage for the teen, to the daughter of a leader of another traveling group, that would unite the two. Near the end of the Festival, David and his group merely disappeared, and Neeko never saw his first lover again. But he had gained valuable experiences, and a new talent. Soon, his Gypsy band moved on, and he was performing his new talent, mixed with his old in a new city, and after a new town, and on and on. At the age of Twenty however, they came to the Capital of Perizada. There, Neeko was taking a rest between his acts, when an elegantly dressed man approached him. He told him that his master, a wealthy man, wished to employ him in a private show. Well, the employer was a young man, about the age of 24. And he asked Neeko to dance, without his swords, and paid him in good sum. And for a few nights in a row, the man hired him. This man, Parte by name, was attractive, in an almost feminine way. And soon, the two became lovers. And no longer did he pay the Gypsy, but instead treated him to lavish dinners, nice cloths, loving words, poetry. And the two became in love. When it was time for his band to leave, Neeko did not. He explained to his parents his position, and how he wished to stay with Parte, and they were in love, they understood, and let him stay with a promise to see them at least once a year. Parte and Neeko stayed together as partners for a long while, until the Mage, as Parte was a mage, accidentally turned himself straight with a potion. And although he still loved Neeko, he was not attracted to him. And the relationship quickly went down the drain, and the Gypsy went his own way. Now bored merely with street performing, the man seeks a new venue for his talents, and is traveling the land in search of one. IX. Weapons/Armor: WEAPONS: An array of swords to meet his performing and defense needs. Nothing ridiculous like a giant Final Fantasy Sword, I prefer to limit my characters to the realm of reasonability… This doesn’t say there won’t be a sword made of fire or something when the need for such a thing comes. But, I tend to write weapon descriptions for my character at the beginnings of my posts.. For an example see any of Vana’s threads. ;D ARMOR: Clothing XI. Other Items: -A small leather pouch tied tightly to his right thigh, facing slightly inward, that contains the man’s money. -A small nap-sack that contains the necessaries, such as bread, water, a razor for shaving, a good length of thin rope, ect. XII. Skills: Since an early age, Neeko has trained in the art of dancing, and juggling with swords. This has given him extreme agility, dexterity, and reflexes. This causes the man to be as deadly as any trained swordsman, assassin, ect. With a blade, whether it be wielding one, or throwing one. XIII. Weaknesses: -Over thinks things -Being Overly Attractive -Tends to Show Off -Poorly Schooled -Gets caught up in the moment XIV. Strengths: -Stealthy -Street Smarts/Quick Wit -Fast and Agile -Handsome XV. Likes/Dislikes LIKES: -Good Looking Men -Peaches -Dancing -Dancing Music -Exercise DISLIKES: -Pushy People -Drunks -Slobs -Eggs -Thieves -Murderers Approved by LEA on 15-5-09
__________________ +/Haden\+ */Vana\* >/Raziel\<~/Neeko\~ Retired Characters: /Irva Hira\ /Kylac Tierna\ |

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| Re: Character List Name: Kuroshiro Xorishik V (ku-ro-SHE-row zoh-ree-SHEEK) (Kuro: Black, Shiro: White) Nicknames/Titles: Crow, Shadow Prince, Prince of Kamiriku, Haze (not really nickname, more of just what people see when he's fighting) Family Seal: In the center is a trefoil with a pair of silver angelic wings encircled in black roses. http://i260.photobucket.com/albums/i...ablo/Crest.png Age: 18 DOB: June 19th, Gemini. Year 518 of Luzombra Calender. Species/Race: God Blood Elf Sex: Male Skin: Very Light Hair: Black (can change see appearance) Eyes: Black (can change see appearance) Height: 5’ 11” (180 cm) Weight: 168lbs. (75 kg) Orientation: Straight (see personality for more details) Weapons/armor: Kuro does wear armor, but it’s not much and it’s very weak, to the point where it barely does anything. (See appearance) Argos: The prince’s titanium alloy rapier. Silver was a sword that was owned by Kuroshiro the Kailum, a silver winged angel. After uniting the country and ruling it for a few decades. However before his passing he took some of his ki and reincarnated part of himself into a fairy. A Fairy named Riko, which inhabits Silver and gives it unique abilities. (I use some terms here that you might not know so look here ) The blade’s measurements are 2 inches in width, 40 in. long and it tapers nicely to a fine point and it’s super thin. Both sides of the blade are edged with a fuller in the center. The blade itself is colored solid bright silver. On the guard, it has three side rings in succession, each about 1/3 of an inch thick. The front and rear arms come out from the side rings alongside the blade bow out onto the quillon. The quillon block comes out and forms the family crest’s trefoil on both sides of the blade. The front quillon comes out from the end of front arm and curls out in the direction the blade is going, looking like a trigger for a gun. The rear quillon goes out perpendicular to the blade about 2 inches then there’s a ring at the end about 1 ½ inches in diameter. The handle protrudes from the block about 4 inches and it’s wrapped with soft rubber that’s snow white. The knuckle guard comes out from the top of the handle at about 60 degrees outward until halfway down the handle, and then it bends another 60 degrees and continues until it hits the end of the handle. The pommel of the rapier is a black upside down rose. The side rings, arms, quillon, and knuckle guard, are entirely pitch black. Riko: A fairy that lives in the blade, he has long black wings and gives off a white glow if you’re ever able to see him He has been present and held by all the kings for a few hundred years and also retained all of Kuroshiro’s memories. Riko will sometimes give advice and helpful hints to Kuro. Riko’s presence also gives the blade many special traits, one of which is making the titanium blade easily repairable if broken, even if in half, by just putting the pieces back together in a flash it will be whole. Riko doesn’t strengthen the blade or make it unbreakable (though it won’t break under 200,000 psi), but he does protect it from the effects of nature, like heat, cold, water, time. Riko is fully aware of his surroundings so he knows who is holding him and he only allows members of the royal family to wield him properly. If someone who isn’t good natured attempts to hold him they will feel a burning aura that will melt flesh. If someone with good intentions does hold him nothing happens, but he will make himself really heavy so they can’t swing him around well. Appearance: Head: The first thing that people notice about Kuro is his black hair and solid black eyes. They appear to be so dark that they seem to be void of any kind of light at all. This coupled with his very light skin may make some normal people feel uncomfortable, but he’s not all that strange looking. Kuro’s hairstyle is spiked; in the front half of the top oh his head is spiked in all directions with some spikes going as far down passed his eyebrow, but not in front of them and going up high with more spikes leaning to the right. On the back half of the top and sides it’s all spiked pointing backwards, but the near his temple on the right there's a thicker spike going downwards past his jaw. When Kuro enters battle mode and his ki increases a lock of his hair on on the right side of his face will turn snow white and a white 3 pointed star will appear in his right eye. Shadow was born with the sides with his hair being white and both stars in his eyes, but he lost them after the experiment. He is actually a very attractive looking person with good facial structure after you get by his odd appearance. His eyes are nice and wide when normal, but squints of closes a little when he gets serious, they’re accompanied by full but thin eyebrows and his nose is straight and rounded, not pointed. His jaw is shaped like a pointed letter U with medium sized lips. Normally Elves wouldn’t have much facial or body hair but that’s not true for Kuro’s lineage of Elf, though his hair grows very slowly taking a few days for 5 o’clock shadow. On occasion he’ll have some stubble but he usually keeps shaven. Also, his ears have size 2 gauged black spikes going through them. Body: Shadow likes to keep himself healthy, his entire body is covered in lean muscle every. Though he has lots of muscle everywhere, he’s not necessarily “huge” though if he were to take off his shirt you can see every muscle in his body bulge. This is because Kuro has almost no body fat giving him a very thin look about him. Touching his lean body though is like touching warm marble. A good example of his body would be this. Clothes: Like most regular people, Kuro has a changing wardrobe but has two wardrobes he wear the most, a formal one and a casual one. His formal suit is the one he hates and as such he only wears it when meeting with other important people or other formal situations, though it’s more battle ready than you may expect. He initially wears a skin tight, but comfortable white silk long sleeved shirt. Over that he wears a black sleeveless button-up silk shirt cross stitched with silver threads on the edges of the shirt and by the rounded collar. He wears spaulders on his shoulders and upper torso armor that just covers his pectorals and upper back, they are colored a brilliant silver. They are mostly to show his nobility and are made of a very weak titanium-silver alloy, that if you try hard enough you could bend with your hands. On his hands he wears snow white gloves with three black stripes going from the center back of his hands to the ends of his index, middle, and ring finger. He wears white pants that aren’t too baggy or too tight, just right, with a silver belt. His shoes are black with black laces and white soles. His most notable piece of clothing is his cape which drapes down from his shoulders and barely brushes the ground. On the inside it’s black and on the outside it’s white with his family seal on it. Here’s what Shadow would much rather wear. He wears a thick, tight, black cotton tank top that he keeps tucked into his pants. Over that he’ll sometimes wear a black trench coat, usually only buttoned when it’s warm. The coat is a little different than most as when it gets to the waist it splits into 6 flaps, two sides, 2 in the front, and 1 in the back. He wears a pair of very dark gray pants which are held up by a white belt with a belt buckle with the family trefoil on it. His boots are black with black laces and they go up to the middle of his calf with his pant cuffs tucked in and with straps around the shin parts to adjust its tightness. On his hands he wears a pair of black leather gauntlets that are padded with an extra layer of brown leather. Sometimes instead of the coat and tank, he’ll wear a thick ribbed long sleeved shirt with the right sleeve ripped off. With a cape that resembles the one from his formal wear, but it’s wrapped around his neck instead of hanging from his shoulders and it’s ripped up a lot with holes torn into it like it’s been used a lot. There’s one thing that never changes regardless of his wardrobe and that’s the hard wooden scabbard that is attached to the left side of his belt and a necklace. The necklace is made of a titanium-silver and holds a thick silver medallion and indented into one side is the design of a rose painted white. It holds lots of sentimental value because it belonged to his little sister who passed. Strengths: • Kuro has incredible speed and master swordsmanship. Everything about him is fast, his sword swings, his foot work, and just his general body movement. Since he was trained since he was five in the way of properly using his rapier, he has conditioned his body for fast and swift strikes. Thanks to his sword being so thin and light, Kuro can swing/thrust it so fast that people with untrained eyes can’t even see it. Even attacking at max speed will cause a strong gust of wind to follow. His footwork is other worldly, he can be yards away then a second later be right in front of you. His accuracy is so amazing that he is able to block high speed arrows cut falling leaves from the sky. When running his fastest all most people can see is just a black blur. • Shadow is very flexible and has an uncanny control over his body and center of gravity. Kuro can move swiftly and dodge attacks without even having to lift his feet off the ground. Being able even bend his entire body backwards 90 degrees with his feet still planted then pop right back up immediately. If he’s thrown or even just tripped he can easily and quickly jerk his body into the right position to land on his feet and find his balance, leaving little to no opening while fighting. • Kuro is an Ethereal Elf and so he is more sensitive to energies than other elves along with having sharpened hearing. His hearing is very good, actually better than the average human, but he never expanded on this ability so it isn’t as good as the average elf. He can sense any other living being’s ki as far as half a mile away but only if he’s focusing. When he’s not focusing he has a natural boundary of about 4 yards where any and all things that enter he will feel and know their presence. Even if Kuro is in a situation where he can’t see anything he can know where everyone is exactly by feeling where they are. With these two together it is almost impossible to get a surprise attack on him. He can even sense that person’s emotions through their ki so he can tell if some one is sad, happy, angry, peaceful, or dangerous. The longer Shadow hangs around someone, the more he can learn who they are from just their ki. • Due to Kuro’s genetic affinity to both the light and darkness, he has a high resistance to lots of attacks of that nature. Small things like bright light won’t hurt his eyes and total darkness doesn’t scare him. If Kuro is unable to put up his guard and absorb the light or dark attack, he will take a direct hit, but some of the edge will be taken off. An attack that would normally kill someone will be reduced to maybe just a crippling wound. Weakness: • Though he has many impressive attributes, one thing he lacks is power. He has great power over his own body like; being able to do back flips, holding handstands, and holding himself horizontal by just his arms, but when it comes to using excessive force he’s weak. It is the reason why he relies so heavily on his speed, making good use of fast punctures and slashes to important parts of the body than trying to hack limbs and disembowel. This leaves him at a disadvantage against those who use armor, because he lacks the physical force to break through it effectively. Though as an attempt to get around this he’ll try to angle his blade under it and try to cut the person under or the straps that hold it up, but that doesn’t always work. • Using many high speed attacks takes up a lot of Kuro’s stamina. When fighting with lots of hyper speed movements at the most Kuro can fight for only about 20 minutes until he has to stop. His body gets really tired and his joints start to ache and hurt the more he moves. Leaving his movements sluggish and less accurate. Shadow then has to wait about 10 minutes or so to use his speed again. If he tries to ignore the pain and continue it can lead to bad bone fractures and torn muscles. • Kuro biggest flaw would have to be that he’s useless without his rapier. He was trained in the way of the sword and nothing else. Hand to hand combat is not his forte. If he loses his sword he loses all his offense. He will try to run around and try to get a few punches in, but with his low power he can’t do much. • The downfall of Kuro’s light and dark power is that he’s technically a giant battery. Any light and Darkness that he has absorbed throughout his life stays inside of him. He can’t release any of it himself so it’s like an untapped reservoir of light and darkness in his body. If any creature were to realize this then extract it from his body it will give untold amounts of power. The process is also very painful as the two have become intertwined with his soul. If enough is taken it can even kill him, but he'll have to be completely drained. Skills: The Talon: Though Kuro isn’t necessarily strong, he has just one physical attack that can be called superhuman. His thrust, it’s on a completely different level from all his other attacks. He can crush huge boulders or skewer holes through metal. The down side is that by adding so much power into the attack it has become much slower than his regular movements, slow enough for people with even average speed can dodge. Though Kuro keeps this attack back until the end as a finisher or his opponent has been worn down a little. He will usually use his feet and charge while attack to try to add some extra speed and higher his chance of landing a hit. Energy Feeding: Shadow is an Ethereal Elf so he feeds off of energy. Specifically light and dark energy, however he doesn’t need it to live, it’s just the ability from his lineage. Normally he could take in both without a problem, but due to the experiment his father performed on him, his reaction to darkness has changed. If he were to absorb some now it will make him feel sick and uneasy. The light makes him feel good and healthy he can add the energy to his stamina allowing him to fight longer. Though he can take in almost a limitless amount it must be spread out, he can’t do it all at once. It’d be like trying to swallow a whole apple. His body won’t take it and his heart can just stop. If it’s like a physical attack he has to use his blade or any part of his body to absorb it, but he has to be ready he can’t get caught off guard and still feed. If it’s airborne like someone’s emitting aura he can suck it in like smoke, but he’ll have to get within a few feet of them. Kuro can even absorb the energy from light of the sun or the darkness from the new moon, but the amount of energy that is actually produced from these are very menial. Magic: Ki Blasts: Kuro himself cannot shoot any kind of energy blast nor do any magic, so all this energy comes from Riko. His energy is finite so there are only so many shots he can fire. Shadow releases the handle and then holds onto the knuckle guard. Then by placing his index finger on the front quillon, which looks like a trigger of a gun, the rapier’s blade reforms into a more cylindrical shape, about 10 inches long, making it look like the barrel of a gun. • Micro/Mini Bullet: Either a fist sized or basketball sized blast that comes out of the barrel. The first being used for menial things like lighting a fire or something and the latter is for enemies. About enough to cause enough blunt force trauma knockout someone unconscious. Takes up 1/20 of his energy or 2/20, so 20 or 10 shots can be fired before running out of energy. • Ki Cannon: A higher density blast, can completely level a small house and has a high probability of death unless his opponent has a high resistance. Takes ¼ of his energy, so 4 shots only. A stronger alternative is one that takes up about ½ of his energy and packs enough fire power to take out a tank. • Giga Blast: His strongest attack, a guarantee to kill his enemy and completely disintegrate them. A Good example would be it can successfully annihilate three military tanks. A blast that’s about 20 feet wide and will leave the earth torn up 100 feet back. This attack takes a heavy price to pay however. It requires Riko to be at full power, but also needs to take a considerable amount of Kishíro’s life force as well. Meaning it can make him passed out, put him into a coma, leaving him defenseless. It might even kill him depending on the situation. Also Riko is very cautions about letting Kuro use this attack because of its devastating force. He won’t let him use it unless it’s to protect the lives of others, if it’s just to protect himself then he won’t comply with the attack. He believes that if Kuro is really in trouble the Ki Cannon is enough. The only thing that can recharge Riko is time, so if he runs out, Kuro will have to wait a while before using his energy again. It’ll take about 12 minutes refill about 1/20 or an hour to refill ¼. However there is 1 major flaw about this technique, Kishíro is a swordsman not a gunman, he isn’t that accurate in shooting. Anything farther than about 40 feet he probably can’t get a hit. Absolute Light/Darkness: As the reincarnation of light and dark Riko can perform acts concerning these two. • One thing he can do is able to release a white light from the tip of the blade. It can be a small light that will allow Kuro to see where he’s going a blindingly bright flash that it can be seen from a mile away. It doesn’t really do any physical damage unless his enemy the type that are just weakened by light or have sensitive eyes. During the day Riko can do this an unlimited amount of times but at night he can only keep the light on for about 20 minutes of just do 20 flashes. • There is also a darkness equivalent to this. Riko will start sucking all the surrounding light and in a closed space of about 60 feet it will become shrouded in complete darkness making everything solid black. At day and night he can only make it last like 10 minutes but during a new moon he can make it last as long as he likes. Foresight: As he sleeps Kuro can have premonition of what will happen in the future. It usually doesn’t go passed what will happen in the next 24 hours. It can be anything from just hearing sounds and voices or having visions of places or people. This doesn’t have any practical use in battle though as these visions only come to Shadow in his sleep. Theme Song: Dearly Beloved (Extended Version) – KH 2 Soundtrack (Song) I Won’t Back Down – Tom Petty (Song w/ Lyrics) Tears in Heaven – Eric Clapton (Song w/ lyrics) Personality: One trait that Kuro has that surprises many is how humble he is for a Prince. He was brought up to see everyone as an equal, whether they’re poor or rich, all beings have a worth. He prefers it if people not bow down at his feet, but he also refuses to kneel to those who think they are better because of being born into wealth. Even to kings of other countries Kuro will not bow to unless he is shown something in them he acknowledges as great. Kuro’s father taught him that you can’t lead the people unless you know the people and that as the next King of the land it is his obligation to help the people to the best of his ability. When Kuro was young his father would take him all over the continent in attempts to make him better understand how life is for his countrymen, this has made Shadow a lot more used being around different cultures. The one thing that he regards as a good quality that deserves to be respected in all is intelligence. A man can have not one dollar to his name but if he’s wise Kuro is more than willing to show his respect and kneel. Kuro is a very caring person that does whatever he can to help, even with strangers. He isn’t an insecure individual, he is actually quite confident in who he is and how he looks, but some things do get to him. Because of how he looks like he does tend to scare some people with his dark presence and it does make him feel bad. Though it just tends to be children whom he scares he will tend to look happy and smile a lot to ensure no one is made uneasy. He usually has a strong muscularly toned voice, but would rather speak with a softer and gentler voice when talking to normal people. He doesn’t use his real voice unless it’s a serious time where he has to make his presence known. Due to his sensing ability he knows when someone is distressed or not feeling well and he’ll sometimes come up to them to help. Though because of this Kuro might find himself butting to far into other people’s problems at times, when he should just mind his own business. He is known for his random acts of kindness that he will do for strangers. He does these good deeds mostly to repent for the many he has killed and believes that if he doesn’t he doesn’t deserve all the good things that he has in life. Kuro likes becoming friends with lots of different kinds of people. He knows people of lots of shapes, sizes, colors, cultures, races, and species. Riding around with his father while he was young he got to see lots of different people with strange cultures, and during the Ether Wars they all came together. Kuro is very open-minded and is interested in learning about others, he doesn’t like turning things down especially if it’s important to their culture. One flaw in Kuro's personality is that he has a low opinion of himself. That's not to say he has no self-confidence or is insecure, but he does get a feeling in himself that he's not important. He'll most of the time put other people before himself, leaving him sometimes sad and depressed. This would be a big problem, but he takes solace in the fact he helped someone. Kuro's has a strong belief that All beings have a right to live. Be they man or beast, something he calls the Right of Life. If he sees someone die or he fails to protect someone, he will become distraught and angry. From his past Kuro has killed dozens of dozens of people in war and will sometimes reminisce about these bad memories filled with sorrow, making him feel distant and eternally sad. If it’s one thing that Kuro hates in other people it’s stupidity and arrogance. A good way to get on Kuro’s bad side is if you just act like a selfish stuck up brat. Shadow is always looking out for others and protecting them so someone who puts others in danger will really agitate him. He isn’t afraid to call people out on these flaws and even get into an argument, but Kuro will never throw the first punch. He will just be a lot more smart-alecky to that person and if angered enough, will throw an insult or two at them. Kuro will only raise his sword in order to protect others from harm or in self-defense. Battle is no stranger to Kuro and so he knows all the horrors that things like war will bring. After losing his loved ones in the Ether Wars, he vowed to never kill again. He thinks that all life is precious and every being has a right to live, whether they are human, elfin, an animal, or a monster; they deserve a chance to change and repent their actions. So now when he fights he does so to make sure there aren’t any casualties on either side no matter what. He’ll use tactics like disarming opponents and forcing them to stop, like say stabbing through the joints so they can’t move. He’d much rather lose an arm or puncture a lung before he causes another person to die. Though may not be a very sexual person, he does like women. He is a perfect gentlemen when it comes to regular girls, but with women who are warriors Shadow will treat like any other person. His past has made him view women as companions, but not really of objects of lust or any kind of love other than plutonic. Generally though, Kuro is fonder of nice, gentler, caring women who help others since he gets along better with them. Though he may feel for those who are rougher and more aggressive in nature, but still a nice person who cares for others. Things like nudity don’t affect Kuro very much at all, either positively or negatively from either sex. Specifically women with silver hair or silver eyes remind him of his little sister, which will fill him with feelings of sadness, grief, and guilt. Depending on likeness Kuro may feel something like a wave of emotion to even break down and shed tears. History: Background: In the far past on the planet Tierra, 6 great celestial gods came to the planet, each representing the elements, they created life on the planet. Once done, they left leaving beings in their image, free to do what they saw fit with their new world, these beings are called Kailums. A Kailum is an elfin angel/demi-god. However the light and dark gods both decided that since darkness was so easily corruptible, the Darkness should become one with the Light, forming Lunasol the Kailum. Millenniums passed and civilizations became more advanced, Lunasol became bored and decided to walk among the mortals by reincarnating himself within an elfin baby, named Kuroshiro, then a War started in the continent Kamiriku(land of the gods). The war started once a set of mountains was discovered to hold within them tons and tons of precious metals, a large portion of it being Silver, starting the Silver Wars between the tribes of Elves in Kamiriku. After about a decade of war Kuroshiro then ended the fighting, and united the continent. Ruling his own country named Luzombra and having treaties with the other countries, bringing peace. Now Luzombra is a nation in a continent that takes up the center and west coast, but to the North, South, and East there were formerly opposing nations that fought against each other during the Silver Wars. Off a few miles from the west Coast there is a great mass of small islands that are inhabited by Merman Elves that also took place in the war. Now they all live at peace, but none accepted being part of nation, instead choosing to keep their own laws and becoming territories. As Kuroshiro’s physical form passed away, he left a reincarnation oh his energy in the form of a fairy within the sword he used during the war and a son, Kuroshiro Xorishik I who holds his blood lineage. Kishíro then found that he accidentally started a whole knew race of people, called Ethereal Elves, beings that are able to eat certain energy (in this case light and dark). It was then decreed that the Kings of Luzombra would only be all able to have 1 male offspring (since the power is only present in males), in fear that this would spread to the people. However being an Ethereal Elf isn’t present in all offspring, it only happens to a small percentage of people every few generations. So as a tradition, if a son is born as an Ethereal Elf they are named Kuroshiro Xorishik. Now, as fate would have it, Kuroshiros are only born when there’s a crisis or there’s about to be a crisis. So eventually people started thinking of the Kuroshiros as god send people who would help save the world, but there was a prophecy that one of them would cause the downfall and destruction of the entire continent. That almost came true when Kuroshiro IV, Kuro’s great grandfather, was born and became corrupted with darkness. His last battle was fought where excavations during the Silver Wars had taken place and with his death came a great atomic explosion. Decades later a few years before Kuro was born some scientists came to that area to do some excavating and they discovered in that area a new substance called Ether. Originally doctors tried to use it to aid in medicine, healing the injured, and curing diseases, but they soon found it would bring more trouble than it was worth. Biography: (Note: the reason why the Bio is going to be so short and crappy is because I plan on writing a whole story about this character and I don’t think I should write every detail since a lot of the ideas I have now I might change later anyway. So if you like my character and maybe have an interest in reading my story don’t keep reading) Kuroshiro Xorishik V was born in the year 518 of the continental calendar, son of King Rodalphus and Queen Jasmine. Soon after birth though Lady Jasmine dies of birthing complications and so it was just Kuroshiro and Rodalphus. Rodalphus would regularly go on trips around and outside the country and would occasionally take Kuroshiro with him. In 521 Kuro’s little sister was born out of wed lock by another mother, but they accept her since women cannot be an heir to the throne anyway. The first time Kuroshiro ever went out of the country was when he was 8; they traveled south to the Swampland. There he met his first important friend 9 year old Leona Noxel. Later that year he travelled to the West Coast Islands and met Brollik Killbrox. Near the beginning of the next year to the big mountainous north, this has two great tribes of people living in it. During the trip Kuroshiro met Rayu Xaruy and on the way back home from the north they find two girls one being 7 and the other 11. They were orphaned and with no shelter the King allowed for them to stay with them at the castle and live there for free if they worked there as servants. Years went by and Kuroshiro saw his friends a lot and they would sometimes come over too. But then when Kuroshiro was 10 his father started conducting experiments on him with Black Ether that changed him physically. He lost his white hair and white star eyes and they turned solid black, he also had to be kept in the dark so his skin turned pale. His old friends ran from his from his frightening disposition and changed personality. That's when he just went by Kuro or Shadow. Later on slowly one by one the leaders of the other nations’ leaders started dying off, so Rodalphus kindly took in their children in since they were too young to lead their countries. Then finally the region united into one country, except the thick jungle and underground nation of Dark Elves in the east. The children got along well with Kuro and they became the friends he really needed. Then the war started and the land was taken over. Kuro was gone for an entire year then came back to find the country in ruin. The Rebellion fougth back, Shadow helped out and learn how to be a leader. The war lasted a couple of years and many friends were made and lost, trusts were made and destroyed. By then end Kuro was asked to take the throne, but he refused saying he isn’t ready. He left his country over the seas in search of new lands and to become a more suitable king for his kingdom. It's been a year since he's been gone and his journey is just starting.
__________________ ![]() Kuroshiro Xorishik |

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| Re: Character List OoC: Watch out, BA! A brand new villan is coming your way! Name: Nerine Dracona Age: 34 Race: Human Affiliates: Cult of Darissa Gender: Female Hair color/style: Long, perfectly straight midnight hair that streams down to her shoulderblades Eyes: Her irisis appear to always fluxuate with dark, oily shades of purple, green, orange, and blue. Weight: 125 lbs. Height: 5'9'' Weapon: Fang. It is a long pointed rapier with an elaborately shaped hilt made to look like a snake. The thin blade itself is a bright silver, entirely plain and reaching about three feet in length. Its hilt is a dark black, the bottom of it being a snake's tail and its fangs extending to the bottom of the blade. Nerine's sword is said to be so sharp that its cuts cannot even be felt.The blade has been poisoned with the deadly venom of the legendary basalisk, which can inflict horrible acidic damage to the victim, and usually death should it pierce their skin. Nerine keeps Fang in a long black sheath with elaborate golden words written on it, all of which are demonic. Armor: None Strengths: (darkness) Dark based attacks have no extra effects on Nerine, as it is part of her very aura. In complete blackness, she is still perfectly mobile, able to use her enhanced senses of hearing and smelling to detect her enemies. Her dark presence also tends to bring out the evil in others, calling upon their greatest fears or most powerful rage. This tends to attract creatures of darkness, though beings of light will be completely repelled unless they are in a weakened state of mind. In sleep, Nerine's presence has been rumored to bring visions of snakes and the dreamer's worst nightmares. (movement): Nerine is extremely flexible, allowing her to perform distortions of the body no other human should be able to do. This allows her to fit in tight places or avoid strikes from an enemy in a way that will leave them both disturbed and surprised. She also has great agility, able to dodge projectiles and attacks with ease. In areas of shadow, this works more to her favor, as she is difficult to see and follow. (insight): Nerine shares the cunning of the goddess she worships, making it fairly easy for her to detect lies and hide her dark intents. She is quick to play on other's greed and desires, manipulating them into doing what she wants. Her coy personality makes it very easy for her to decieve even the sharpest of minds. (Poison): As a follower of Darissa, the goddess of snakes and theivery, Nerine has recieved resistance to poison of all kinds, both mild and violent. She can also identify such things easily, able to partake of them as if they were merely water. Weaknesses: (cold): Nerine shares the weakness of all cold-blooded creatures. In areas of intense cold, her body functions will slow, making her vulnerable to attacks. While a good chill won't kill her, it can induce a twisted sort of hybernation, in which Nerine will sleep until heat awakens her body. (light): Nerine loathes the light. She will avoid it whenever she can, often traveling at night. Bright light will effortlessly stun and distract her, making her fairly easy to attack in the daytime or blind with a flash. Holy weapons will also deal extra damage, as Nerine is tainted with the power of a dark goddess. (Personality weakness): As a servant of Darissa, Nerine is limited to do what her goddess desires. If she is told not to attack or move, she will not disobey. Even if her goddess wishes her to sacrifice her very life, Nerine will comply. (Combat): Nerine is extoodinarly inexperienced in combat. She relies on her dexterity and poison blade to kill her opponents, rather than fighting them in a fair and open duel. Should she be directly confronted, she is easily overpowered. (Stature): Nerine is tall and thin, having little strength in her body. Physical damage, including burns, will harm her more than the average person. Skills/Magic: Nerine's magic is based on her ability to act in the name of her goddess. Her spells are actual commands spoken in draconic, which are given power by Darissa. (for now, it's just a bunch of weird words I put into a phrase) In fact, rather than being some sort of magician, Nerine should be considered more of a divine warlock, whose pact with a goddess gives limited access to Darissa's power. Divine Spells The first three spells are considered to be divine spells, in which it is Darissa, not Nerine herself that maifests her power. Because of this, there is no mana limit or energy consumed, as a goddess has nearly unlimited power. However, Darissa is an entity of stealth and hates chaos. She will not lend her power to Nerine to create massive havock, rather, her spells are to be used sparingly and effectively, never drawing attention to itself. The aura of these attacks is such that those familiar with darkness or dark entities will be able to feel the presence of Darissa. * Ammonotus decardia inssidicus "Shadows of the deep, come forth" This spell works only where there is no direct sunlight, forming a circle of swirling fog of black that extends away from Nerine in a radius of about fifteen feet. This spell of clouds will confound almost all of her enemy's senses, blocking sight, smell, and even some of the most powerful kinds of magical sight. Nerine rarely, if ever, uses this attack as an offensive move. When in a pinch, she will generally use this spell to effectively flee from her opponent. Light created or used within the fog cannot dispell it, for only the pure light of the sun can do that. *Draco inssidicus "Snakes, come forth" This spell summons the true servants of Darissa, opening a small, temporary rift into the dark realm in which Darissa lives, allowing six of her snakes to come into the mortal world. These snakes are fairly large and charcoal black with red eyes, whose total length is about five feet. Each of their fangs are metallicly black, containing poison that induces temporary paralysis (approx.10 minutes) when injected. Only one of the snakes contains a deadly poison, and is a blood red viper with black eyes. It is considerably smaller than the other snakes, being three feet long with one inch fangs. Like a rattlesnake, its poison works into the vicitim's system until it reaches the heart, where it will induce cardiac arrest. However, the poison of this snake is much thinner and more concentrated, making it work much faster and with more strength than a rattlesnake's poison would. Like the former spell, Nerine only uses this spell as an escape, generally when she wants to keep her enemies from following. The snakes will last for about five minutes, never wandering far from the area they came from. After that time has expired, the rift will reopen and whatever living snakes remain will slither back into Darissa's home. *Garissa, inuto bossilisk "Arise, Great Basalisk" Of all three divine spells, this is the rarest. Nerine will only use this against a truly powerful opponent, whom Darissa herself wants dead (and it's extremely rare that Darissa would have a quibble with a mere mortal).When used, a portal is formed, where the basalisk itself slithers into the mortal world. As Darissa's favorite pet and gaurdian, the basalisk is perhaps one of the most formidiable monsters to face. The creature is about a yard wide all around, reaching thirty feet long from head to tail. Its bright white fangs are two feet long, containing one of the most deadliest poisons known to man. However, its deadliest features are its gleaming golden eyes, petrifying all who gaze into them. As a snake, the basalisk also has an amazing sense of smell and hearing, allowing it to find enemies it cannot even see. Its gleaming golden scales are harder than rock, making it all but inpenetrable to all but the sharpest of swords. Like Nerine, the basalisk also hates light, and is easily stunned and distracted by it. When finished with its buisness, the snake will return to Darissa on its own. Dark Spells As a follower of darkness, Nerine has aqquired effective magics to serve her in whatever purposes she pursues. These spells are not weakened in the least by the presence of light, but they are very easy to see and avoid in such circumstances. Nerine prefers to use these spells in darkness, where she can catch her opponent unawares. These spells also require energy to cast, and should all of this energy be devoured, Nerine will be weak in both body and mind, sometimes even going insane for a few hours. Her energy expended by her attacks is based on a limit of 100 energy points, or whatever you want to call them. Also, it is said that Nerine almost seems to hiss when she utters her spells. *Steniss, protrificus malunus (5pts) "Shred mine enemy with thy touch" Nerine raises her arm as she uses this spell, five small, pointed daggers forming in a perfect line beneath her hand. They are made out of pure dark energy, condensed into a solid form by Nerine's magic.Under her direction, whether she points or speaks it, the plain daggers will fly toward their target like arrows, piercing any of their open flesh. However, as these daggers are made from pure energy, they will shatter into nothingness upon inpact, and will have difficulty penetrating even leather armor. *Elmanos cardinae protrificus (5pts) "Grant me the strength of mine enemy" Upon uttering this spell, a blood red light will emerge from Nerine's hand. She must point at her target, and the red light will extend into a thin, phantasmic claw, reaching from her hand and grasping into the opponent's heart. This is not a physical attack, so nothing will be pierced, but this attack cannot be blocked by any physical means. The victim, however, will still be able to feel the dark magic within them as it sucks the life energy out of them. As the energy moves from the victim to Nerine, the extended claw with glow brightly, until it fades into nothingness when Nerine is done consuming the energy. This process is fairly slow, but it will render the target immovable (depending on their tolerance for pain). Nerine can only take a fairly small amount of energy from the victim, unless that victim has been weakened, in which case she can draw out enough energy to render them unconsious. For every two seconds the energy draw is maintained, Nerine will gain one energy point, and the target will become continually weaker. This spell can be easily broken should Nerine be attacked or distracted, as it requires her full concentration to maintain. A typical draw for her lasts about thirty seconds, restoring 10 energy points (just the energy cost to use this spell reduces the energy gained to 5) and healing shallow wounds. In order for severe wounds to repair, Nerine can negate the energy points gained to heal them. This spell has never been used to effectively kill, as it becomes sucessively harder to draw energy as the target gets closer to death. *Enis (5pts) "Die" Nerine merely needs to speak the word and gaze into an enemy's eyes. This will work from any rational distance, as long as the enemy can actually see her eyes. The spell causes Nerin's eyes to suddenly flare, imbedding the swirling colors of her eyes into the target's mind. This will daze them for a moment, as if she created a bright flash of light, and will only work on one enemy at a time. Those who see her eyes do this when she is not looking at them will only see them glow with intense hatred; Nerine has to focus on the sigular target to actually impress their mind. *Garissa, entu incarne (10pts) "Arise, flame of darkness" Upon chanting this spell, a bright green flame will appear in front of Nerine. She can direct it verbally or bodily into a shape she desires, often becoming a tall pillar or surrounding wall. The flame can also be shaped into two large fireballs which can be thrust at an enemy, each of these shapes lasting for about twenty seconds. Unlike a normal flame, the green fire does not burn things into ashes, nor will it will spread like normal flame. It feeds off of the energy of living things, neurotically burning them as if they were on fire. Objects that step into the flame won't actually catch on fire, but they will experience severe pain and an energy drain for as long as they touch it. It is also not uncommon for the victim to see images of their worst nightmares as the fire burns their mind. This flame cannot be blocked or put out by physical means. Any experienced magic users or people with a knowledge of phantasmic beings will be able to reocognise this attack as being ghost fire. It can only be put out by direct sunlight or the famed phantasmic goo that ghosts are known to create. *Inssi, genssa protrificus (10pts) "Come, crush mine enemy" While speaking her spell, Nerine will thrust her whole arm upward, her fingers curling. This will form a giant black claw in an area of her choice, where it can grasp its target or float in the air and come down upon the target like a fist. Like her dagger spell, the hand is formed out of dark energy, and will shatter into nothingness if hit with a hard impact. When grasping a target, it will attempt to crush them in its grasp, digging its nails into their flesh. These puncture wounds are generally shallow, causing nothing but painful scratches. The crushing, however, can be strong enough to crack or break bones should the victim remain in its grasp long enough. This is only effective on normal people, whose strength does not exceed a normal person. Those with above average strength can shatter the hand when they break its grasp, and larger creatures also have this advantage. For those unable to break its grasp, the hand will remain in exsistance for about a minute, then fade into the nothingness that it was created from. *Cronose Ilia (10pts) "Protect me" By throwing her hands in front of her face and uttering this spell, a barrier of pure dark energy will form in seconds. It extends from the ground up to about six feet, about four inches wide, appearing right in front of Nerine, or any area she chooses. Nerine can lengthen the barrier to extend further by thining it, as well as vice versa. The barrier has to be hit by a very strong impact to break, and light will not penetrate it. This spell has no time limit; it has to be broken before it will fade into nothingness. It has the strength of a solid wooden door. *Vesnaria engaria maltenoose (40pts) "Instill within me thy true power" Unlike Nerine's other spells, this is actually meant to be used in close combat. Upon speaking the spell, a purple flame will erupt on Nerine's body and she will begin to transform. Her body begins to elongate and widen, purple scales growing on her skin. Her clothes with fade away as she becomes entirely reptile, finally taking the form of a snake. In this body, she is about fifteen feet long, and her eyes are larger, formed like that of a snake's. She retains her iris color, but her eyes are enhanced, able to hypnotize her enemies should she hold her gaze long enough. Her tubelike body has a two foot radius, with her glistening white fangs reaching about six inches long. The shiny purple scales on her body are as strong steel, making it very difficult to pierce her body. The scales on her belly, however, are softer than those on her back, making it easier skin to penetrate. As a snake, Nerine can strike like lighting once she has properly poised herself. The poison of her fangs induces feverish sleep, which can cause plesantly vivid dreams or horrible nightmares. A particularly large dose of poison will depress the heart enough to kill the victim. After three bites, she must wait for her body to produce more poison to inject. Her muscular body is also able to smack her enemies around should she exert enough force. Nerine can also easily crush an enemy by wrapping her body around them and squeezing, but it forces her to focus on that singular target. Her senses become much keener, and she is able to understand both snakes and humans, though she cannot speak coherently to humans. In snake form, she is also much more sensitive to light, unable to tolerate anything brighter than a campfire. She also becomes more sensitive to cold, slowing down immensly if hit with an icy attack or exposed to freezing conditions. After a time limit of thirty minutes, Nerine's body will erupt into purple flames again and she will undergo her transformation back to a human. Unlike the first transformation, this one is much more painful, so she will need a few moments to compose herself after she becomes human again. *Prepeerio vave mayha (10pts, more depending on distance) "Reveal the secrets I seek" Nerine can use her dark magic to spy on her enemies through the use of a mirror. In order to do this, she requires an object native to that certain area, or a personal belonging of a target. The area in which the target is must have shadow of some sort, or a place where light cannot penetrate. This is where the spying magic will rest, and the angle from which Nerine can see. She must speak the spell and seep her dark magic into a mirror or some sort of reflecting pool in which she has a clear reflection of herself. Her magic will fog up the mirror in black clouds, eventually fading into the scene which she desires to see. This takes almost moments to work, but a great deal of concentration must be used with the incantation. The more precicse it is, the clearer the image will be, and the less risk of detection there is. This spell is powerful enough to penetrate anti-scrying spells, but the image and sounds Nerine wishes to see will be severely blurred and blotted out depending on its strength. It can last up to an hour, but can be dispelled before that time. Nerine can also communicate through this magic, and when she wishes her presence to be known, an onlooker can see her swirling eyes in the darkness from which her spell rests. She uses this to control and keep track of her assosiates who are widespread across the world, as well as to spy on her enemies. (Survival) Nerine is uniqe in and of the fact that she has been killed multiple times. Darissa has sent her soul back to the mortal world each time, ressurecting her body, sometimes even in the form of a snake. In complete wilderness, Nerine has no problem surviving on insects, and in dire straits, Darissa lends her the strength to survive, somtimes sending even her own pets for Nerine to gain nourisment from. (hypnosis) Nerine has the rare ability to effectively hypnotize people by staring into their eyes. This has to be done where the target has nothing else pressing enough to distract them from her gaze. It takes only a few moments to fall under her spell, though Nerine has to concentrate hard to penetrate the person's mind. Once under hypnosis, Nerine renders the target immovable, and she cannot posses them or make them move to do something she desires. Instead, she can instill in their minds false memories, desires, and fears, also effectively supressing the memories she desires them to forget. While these effects can be quite substantial, they can also be overcome. Her effects can be undone by undergoing another episode of hypnosis, or can fade away with time and effort. Depending on the target's willpower, this may or may not occur quickly. Also, if the hypnotic process is interrupted at any time, it will loose all power and effect it was meant to have. Nerine has to bring the person in and out of the hypnotic state for it to work. (dreams) Using her dark magic, Nerine can intrude into the sleeping mind of a person. In order to do this, she must either be touching them, or have a personal article from the target. She merely has to focus her mind, tuning into the thoughts of the target themselves. Just the process of finding their mind can take hours, and it requires such concentration that Nerine will loose all perception of the world around her. In the target's dream, she has the power to shape it however she desires, allowing herself to appear to them in any form she wants. Often times, she will take the form of someone familiar to them to instill pain, longing, and paranoia. This allows her to manipulate others to some extent, though it can give her uncanny insight into the person whose mind she invades into. Depending on the amount of power and magic she puts into it, Nerine can also cause the target to sleepwalk or move, though her ability to do this is limited. When she does this, the target becomes somewhat aware of the world around them and has control over the movements they make, so Nerine cannot force them to do anything against their will. This ability cannot be backfired or traced, but Nerine's presence in the target's mind can be detected and shut off. When Nerine chooses to leave or is cast out, she will regain awareness of the world around her, and will be somewhat dazed. Should the target wake during the dream, Nerine will immediately leave, though some say there is a lingering scent of jasmine in the air when this happens. (poison) As a master of deciet and poison, Nerine keeps a small collection of her favorite poisons in a delicate silk purse. She carries it on a thin strap of silk that she keeps on her person at all times, should she ever have the need to use them. Her poisons and their affects are listed below. It should also be noted that these substances are effective both when consumed bodily or injected, but the former method takes longer to have effect. Included in this small pouch is a small golden ring carved to look like a snake wrapping around Nerine's finger. It is vividly lifelike, and upon removing the tip of it, which is the snake's head, a tiny needle becomes visible. Nerine can use it to penetrate a chosen targets skin after dipping it into one of her poisons. Candice Kept in a small vial of glass, Candice is an entirely clear substance, drawn from Darissa's own plants. It has no taste, no smell, and can kill almost instantly. This poison works quickly to move into the brain. It pales the skin and turns the blood blue as it travels through the body, causing a freezing sensation that immediately lulls the victim into a sense of sleep. Within seconds, it will circulate to the brain, where it will poison the tissue, effectively causing death. Bovolos Also in a small glass vial, Bovolos is a deep red substance, looking very much like wine. It is fairly sweet to taste and smells like fruit. This poison does not take effect immediately. Once taken in, the body temperature of the victim must be elevated, or the body must be excited, which can happen in numerous ways. Vigorous excersize and rage are usually the main catalysts, forcing Bovolos into action. The poison will burn viciously into the body as it eats the flesh up, causing severe or permanent damage to most of the organs in the body. This excitement must happen within twenty four hours, or the poison will dissolve harmlessly into the body. Dreamwater Collected from Nerine herself and kept in another vial, Dreamwater is a pale purple substance, having a pearly luster when held to the light. This poison has an almost magical quailty to it, smelling faintly of the smeller's favorite thing. Nerine has kept the vial around long enough for the poison to ferment slightly, becoming stronger than the fresh poison. It can induce sleep for hours, and depending on the dosage, even days. In large amounts, the poison becomes deadly, depressing the body's functions slow enough to kill it. Basalisk Venom Perhaps Nerine's favorite poison, Basalisk Venom is kept in a vial with her other poisons. It is a sticky, transparent substance with a golden tinge, looking excatly like honey, and it smells just as sweet. The poison immediately causes burning pain as it goes into the body, its severity so intense that it can cause delirium. The acidic poison will course through the body, destroying vital organs until death finally takes the victim. Appearance: Nerine has silkily smooth black hair that streams she always leaves down, having no desire to do anything with it. It contrasts beautifully with her ivory skin, which has seen little light throughout her whole life. She looks strangely young for her age, appearing to many to be a maiden in her late teens. Her face is very sharply defined, her small nose poking out like a beak. She wears purple eyeshadow to compliment her eyes and blood red gloss to show off her full lips, giving her the appearance of something both dark and beautiful. In darkness, these features are complimented, alluring to all those that behold her. However, when she is met by sunlight, her looks become haggard, her skin too tight and her figure too thin. Even her glossy hair appears to be sickenly oily. In such light, she appears as she truly is, a slimy snake of a woman. As a creature who has attained great wealth in her life, Nerine loves to wear fine silk dresses styled in the latest fashions. Her favorite dress, and the one she most often wears is purple, her favorite color. Its soft luster flows in soft curves around her body, entirely plain and yet elegant on her figure. The skirt of the dress extends all the way down to her feet, the sleeves reaching tightly all the way down her arms. Tied in various lengths and thicknesses around the sleeves and waist are golden embroidered ribbons, adding some spark to the dress. The collar of the dress is V shaped, showing off her distinct collarbones. She also enjoys using enamoring perfumes and scents, her favorite and most used among these being jasmine. While Nerine enjoys traveling openly at night, she travels cautiously and extensively covered in the daytime. She wears a grayish cloak that seems to have the luster of all the colors of the rainbow when sunlight hits it. This adds a somewhat mysterious and beautiful touch to Nerine's form, though it entirely covers her dress and face. No matter what light she is in, she always appears to be fragile, as if she were an illusion that could simply fade away at any given moment. Her eyes only add to this, their swirling colors enchanting and bemusing those that behold them. When angry, they are startingly sharp, and the pupils thin and strech taller, like that of a snake's. Personality: It is almost impossible to give Nerine one distinct mannerisim. At times she can almost appear bipolar, being overcome with depression at one moment, and screaming with rage at another. She wears many masks, sometimes appearing as a helpless maiden or merciless demon. These fluid appearances are extremely believable, fooling all those that look upon her. Those that know her well are fully aware of her devious ways, knowing that she cares for nothing, save for her pet snakes and her goddess. She is vivacious when she needs to be, though Nerine prefers quiet and solitude. Nerine also has an endless fasination with snakes and insects, and those that wish to please her bring her such creatures as gifts. The rarer the better. Nerine is disgusted with heroes and clerics who follow righteous gods, believing that the goodness within humans is a lie to cover up the ugly darkness that exists within every being. She also shares Darissa's jealous rage, hating all those with greater power and happiness than she. Her feelings are rarely sincere, her anger and hatred being the few things she can express truthfully. She will kill even the most faithful people to her without hesitation, valuing only the edicts of Nerine. Biography: Nerine was born to a typical noble family in the kingdom of Hyrule, the Tudors. Her mother died giving birth to her, and her father was so grieved by her passing that he commited scuicide by falling on his own sword. This left their oldest son to be the heir of their wealth, but he was only five years of age at the time. Both he and Nerira were put under the care of their generous aunt, who was a widow of thirty years. She had little time to tend to them, so they fell under the watchful care of scholars and maids. When the unfortunate child was just a babe, a horrible incident occured. As she was playing alone in the courtyard, she strayed towards a rattlesnake's nest. Her laughter awoke the snake, scaring it into attacking. It bit her leg, injecting its vicious poison into her small body, rendering her unconcious. A maid found her while hanging laundry, and she brought the unmoving body immediately to the aunt. Nerine was not breathing, nor could anyone hear her heart beat. A doctor was immediately sent for, and after just a moment's glance, the doctor declared that the child was clearly dead. As the family sadly laid the tiny corpse into a coffin days later, the child suddenly stirred. Nerine's chest rose and fell with her breath, and her small eyes opened, swirling with strange colors. All who witnessed this happening screamed in horror, believing that the child had somehow become an undead. Some say that this was Nerine's first brush with death, while others say she was tainted from birth. Either way, after the incident, the witnesses were bribed into silence and the family kept the story hidden from curious ears, and it seemed as if the event was entirely forgotten. However, the dark haired girl was never the same. She did not laugh like other children, and she refused to play with them. The only person whose company she accepted was that of her aunt, Amelia, and brother, Stephan. She also aquired a strange fasination with snakes, and even began to keep some as pets. This frightened the manor's staff, and things came to an ugly head when one of the cleaning maids was bitten while cleaning Nerine's room. Rumors about Nerine's odd behavior began to spread, and it was decided that she should be sent to a lady's school where she would learn to act more like the noble lady she was. At first, this seemed to cure Nerine's strange behavior. She began interacting with the other girls, and soon gained the etiquette befitting a noble. She took to grace easily, and her beauty began to attract the men she came across. However, as Nerine grew into her teens, it seemed that her previous desires began to swell within her as never before. She started to sneak out at night, associating herself with the theives and scoundrels that prowled around at night. The snake woman even began to join them on their petty raids, enjoying the thrill of robbery. Eventually, she decided to leave her school and revoke her noble name. To favor her interest in snakes, she joined the cult of Darissa and changed her last name to Dracona. It was not long before Nerine became a favored member of the cult, and her skills in theivery and poisoning were unmatched. She even began disposing of higher members of the cult to raise herself up in rank. Unforunately, the members were soon wise to her plan, and a plot to kill her went underway. They placed poison in her drinking cup at a dinner, and she collapsed after drinking from it, entirely dead. Her associates dumped her out into the moat surrounding Hyrule Castle Town, expecting to never hear from her again. They were wrong. A few days later, Nerine brought her revenge against her killers, running them through with Fang. This brought no small stir to the cult, and she was immediately accepted as the head of them. Under her leadership, the cult began to extend their power, venturing out of Hyrule into bordering kindoms, and land even beyond those. Nerine moved their headquarters to a new kingdom, where larger operations began taking place. Rumors of coldblodded murder began spreading throughout the land, but Nerine remained safe within the shadows. The devious woman often sent her theives to do her dirty work for her, but whenever she thirsted for fresh air, or a task came up that required true expertise, she would leave her hidden shrine to Darissa to conduct her buisness. History of Darissa: While the three major goddesses of Hyrule are the major figures for worship, there remains minor gods whose power has also contributed to the shaping of Hyrule, as well as other lands. Darissa is the jealous sister of Lloth, whose fame is much more widespread than hers. Those who follow her desire her favor in theivery, deception and resistance to poison. She is sometimes depicted as a snake herself, and more rarely a mix between a woman and snake. While Darissa is said to be among the most beautiful of immortals, in her dark beauty she has little power compared to the others. She has to manipulate other gods and goddesses into doing what she desires, which she loathes. The dark goddess wants power of her own to shape the world, but she has power only over reptiles, and so, she often relies on mortals and the misguided deeds of other gods to perform her will. Darissa decrees that her followers obey her without question, lividly hating all those that leave her to walk in the paths of other gods. She favors those with natural beauty and great cunning, lending them her power to make them sucessful. Her intents are to foil the plans and desires of other gods, using stolen resources to do so. She is even willing to go so far as to communicate directly with mortals to do so, using her powers of persuasion and false promises to make them do her will. Stray from her desires, and it is likely that a poison snake is in your future.
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| Re: Character List Name: Beatrice Giles. Aliases: The Red Knight. Age: Thirty-seven years old. Gender: Female. Race: Blessed human. Height: 5’8”. Weight: 155lbs. Weapons: In her youth Beatrice used two holy swords, The Saint and Crossfade. She has since passed The Saint down to her apprentice, Matt Rosencruex. Crossade is about three pounds, with a three foot blade and a cruciform handle. It is very durable, and the holy energy infused within it causes searing burns to dark and demonic beings upon contact. Armor: If she is traveling through a region in which she believes she will be recognized, or is moving through a dangerous region, Beatrice will wear light armor on her legs, chest, and lower back, as well as gauntlets. Strengths: While she isn’t as powerful as she used to be, Beatrice can still be a formidable foe. She can move unbelievably fast for short periods of time, and displays strength many times greater than that of a normal human. Her reflexes are also incredibly keen, and her sword skills are virtually unmatched. Beatrice’s mental strengths are almost as great as her physical ones. All of her combat experience has left her with quite a bit of battle savvy. Techniques that may seem new and innovative to younger warriors sometimes seem dull and uninspired to her. She can easily spot flaws in her opponent’s fighting technique, and take full advantage of them. Along with her combat-related strengths are her general wisdom and earthly knowledge. She’s traveled through large portions of the world, and has picked up information from them. Sometimes this information presents itself as useless trivia, though it occasionally proves to be useful. Weaknesses: Despite her tremendous physical abilities and fighting skills, there is one enormous weakness on her part. Because of a disease which affects her muscles and organs, Beatrice cannot physically strain herself for extended periods of time. So much as running across the length of a room is enough to get her heart pounding and make her sweat. Fighting for more than a few minutes will cause labored breathing and a lack of energy. Further fighting will result in lightheadedness and an overall impairment of her senses. If she continues to push herself, she will eventually vomit and lose consciousness. Beatrice’s pride is also a major weakness. She refuses to be consistently aided by another individual, no matter what the circumstances are. The Red Knight would rather bleed to death than accept aid from somebody else, if said person has helped her before. Her disease also weakens her immune system, leaving her susceptible to sickness at any time. It’s not uncommon for her to be fine one day, and be struck with a horrible flu the next. ~Skills/Abilities~ While Beatrice used to have a massive array of abilities, the progression of the disease has limited her to a handful of abilities… Righteous Blaze- By focusing on Crossfade, Beatrice can use the holy energy within the sword to cover the blade in flames. While this is usually just used for intimidating foes, she can keep the flames going whilst fighting, albeit at the cost of further sapping her energy. Touch of Faith- Via direct physical contact Beatrice can focus her energy on healing another person’s wounds. She can only heal mild to moderate wounds, and this ability uses so much energy that she must take a nap afterwards, but it’s still a useful ability nonetheless. True Sight- Holding eye contact allows her to tell whether another person is lying or not. If she focuses, she can force the other person to tell the truth in response to whatever question she may ask. Mystic Sight- By remaining completely relaxed and borderline immobile Beatrice can send out her spirit in the form of a white hawk. She is able to see through the hawk’s eyes, which is useful for surveying far-off events. If the bird is harmed however, she feels its pain. Furthermore, she will die if the hawk is slain. The Last Gift- Through sacrificing her own life Beatrice can revive another person from the dead, by taking their cause of death and suffering through it in their place. Obviously, she has yet to use this ability. Personality: Beatrice is smart, proud, and caring. She adheres to a strong sense of morals. Murderers, rapists, and thieves are all scum in her eyes, and she treats them as such. The Red Knight refuses to associate herself with such people. Beatrice dislikes any situation that makes her appear weak. Her pride requires that she remain strong, respectful, and looking fine. She is incredibly embarrassed if any of her allies catches her in a moment of sickness. Though she is proud, she is also a very generous person. Beatrice lives to make the world a better place through whatever means necessary. Nothing pleases her more than to make somebody else’s life happier, and she would gladly suffer in the place of another person. The Red Knight is a woman of passion. She viciously hates her enemies, and deeply loves her friends. Her friends mean everything in the world to her, and she would be devastated if any of them were harmed. One of the few things that can depress Beatrice is her past. She’d rather not talk about it, though she will if whoever she is talking to has sufficiently gained her trust. -Likes- Seeing other people reach their potential, relaxing under trees, taking mid-afternoon naps in odd places, reading, exploring, meeting new people, learning new things, and eating apples and grapes. -Dislikes- Cooking, cleaning, being in DAM meetings, people who don’t value life, vegetables, people waking her up from her naps, extreme heat/cold, and the majority of the members of DAM. ~Appearance~ Beatrice has a pretty, if somewhat tired looking face. Her eyes are a beautifully light shade of green, and she has flaming red hair that reaches down just past her shoulders. A few loose strands of hair sometimes find themselves draping across her face. Her skin is lightly tanned, and her body is fairly muscled. There are numerous scars around her torso, thighs, and upper arms from battles in her youth. As she’s gotten less active, she’s gained a small bit of fat, mostly along her stomach, and in her rear end and bosom. This is a cause of amusement to her, as she’s spent countless hours keeping in shape, and yet is considered by some to be more attractive now that she’s getting out of shape. As far as clothing goes, Beatrice usually wears brown pants and a red t-shirt, with a black jacket for outdoor ventures. If she is heading to a region in which she may have to defend herself, she’ll wear a lightweight red tunic underneath some armor, as stated in the armor section. ~History~ Beatrice was the younger of two children. Her father was a knight renowned in his home region for once single-handedly slaying seventy foes in one day. While The Red Knight’s achievements in her glory days would greatly outshine her father’s feat, it still impressed the young girl. Her father never paid attention to her as a child. Instead, he focused on her brother Lance. He was obsessed with raising Lance to be a great knight, despite the child’s wish to become a cleric. James, her father, never gave Beatrice any attention. He denied his children any kind of affection in the belief that it would make them grow up soft. Craving her father’s acceptance, The Red Knight began taking her brother’s place at training sessions in disguise. She spent several years doing so, and hoped to surprise her father with her fighting skills when she was old enough. By the time she was fifteen Beatrice could easily defeat most of the grown men in her town in combat. Her father began to lighten up a bit around the house. The apparent success of his son greatly pleased James, and it showed in his behavior towards his children. Beatrice challenged her father to a sparring match on her sixteenth birthday. He initially refused, but persistent pestering forced him to accept. James was defeated after a long battle, and Beatrice told him of how she’d been taking Lance’s place all this time. Contrary to what she had expected, her father was furious. James refused to be anywhere near Lance or Beatrice in public, and made continual attempts to have another child. Later that year he was crippled in combat, and became a diplomat. Beatrice continued to train in the hope that she would be able to carry on her family’s reputation for grand warriors. She hoped that she’d earn her father’s love by becoming the greatest warrior in the world. Of course, by now she was a beautiful young lady, and she began to receive love from another source. She began a romance with a young knight, out of which a child was produced. The father left a short while before the baby was born. Beatrice gave birth to a baby girl shortly after her seventeenth birthday. It was at this point that The Red Knight was torn between two options. Beatrice could either raise the child, and give up her dream, or she could leave the child in her brother’s care and travel the world in search of further training. She chose the latter, and it was a choice that she still regrets. With all of the traveling the ensuing years involved, Beatrice was only able to see her baby once every few years or so. It’s because of this that her daughter, Malorie, despises her. From the age of seventeen until the age of twenty-seven Beatrice traveled around the world. She picked up tidbits of fighting styles everywhere she went, and spent countless hours honing her skills as a knight for hire. Through her job as a knight for hire she fought in several wars, where she gained a reputation as a brilliant tactician. From twenty-seven until thirty-two she solidified her reputation as a great warrior by seeking out opponents with impressive reputations. The challenges she made and the battles she fought made many believe that she was one of the top female warriors in all of history. Some even considered her to be better than quite a few legendary male warriors. Likely because she challenged and defeated several of them. However, if was at the age of thirty-three that the virus first struck. At first it was barely noticeable. Beatrice would become slightly lightheaded after battles, and found herself catching colds every once in a while, but nothing too bad. As time went on the virus grew in strength. No doctor that Beatrice went to could determine what the virus was, or how she obtained it. All that they knew was that it wasn’t infectious to others. They alerted her to the weakening of the connections between her organs as a result of the virus, and theorized that she would be lucky to survive until the age of forty. Depression struck The Red Knight, and it took her quite some time to get over it. Just as she was coming to terms with the disease she was approached by representatives of DAM. They wished for her to become a member of DAM’s 12 Seats, the ruling body of the organization. With no other line of work Beatrice accepted, despite disagreeing with the group’s morals. At the age of thirty-five, shortly after joining DAM, Beatrice was introduced to a teenage Matt Rosencruex. Matt was a skilled warrior, and was brought into DAM to act as an assassin. Rosencruex’s fear of death caused him to develop an urge to become a legend, so that his name would live on long after his death. It was for that reason that he accepted DAM’s offer of employment, as it offered him many opportunities to add to the list of legends he’d slain in his attempt to become famed as the Legend Killer. It was around that time The Red Knight learned that Malorie had had a child of her own. Her attempts to reconcile with her daughter were rejected, and Matt was there to fill in her shoes. Over time Matt has become akin to a son to Beatrice. Currently she only has a few simple desires in life. The first is to take care of Matt, and live long enough to see her apprentice overcome his fear of death. She also wishes to travel around the world one more time, and see as many new places as possible.
__________________ ~BA Characters~ ~~A tale of lottos, cigs, squid, and wrestlers~~ ~RIP Ceesco~ Big bro will always love you. |

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| Re: Character List Name: Molk Age: 18 Race: Human, Nomadic Desert Tribe Sex: Male Hair: Auburn, roughly half an inch above the eyes and trimmed above ears. Eyes: Hazel Weight: 157 Height: 5’10” Weapon: A bow, fairly simple in outward appearance. Being made of a dry desert wood it is powerful for its size, allowing for a distant shot to be possible without the use of a longbow. Armor: None Strengths: Having lived for many generations in the deep desert with no contact with the outside world, Molk and his tribe all have a high tolerance to heat and can go longer without water or food than the average human. The required constant movement of a nomadic tribe also resulted in a natural athleticism and excellent cardiovascular builds among the people of his tribe. Living in a nomadic tribe also resulted in Molk receiving the work of a huntsman at a very young age and thus he has spent many years using a bow. He is therefore very proficient in the use and care for his weapon and has little trouble taking down targets within the range of his weapon. His eyesight is also superior to that of most humans. Weakness: Molk has yet to master his bow and has trouble with targets at the far spectrum of his weapon’s range. He is also unfamiliar with the anatomy of creatures outside of the desert and thus does not know how to easily take down such creatures without alerting them or wasting arrows. His knowledge of foreign areas is limited to that of stories and books told by members of his tribe. He has never handled or seen any type of close range weapon, besides wooden rods, and despite being athletic in general he is not gifted to the point of merely being able to learn these weapons and their intricacies easily. Skills/Magic: Every member of Molk’s tribe has a natural draw towards life and water, and Molk in particular was chosen to train and become a huntsman due to his particularly strong connection to these abilities. It is less of an actually magical technique that is cast and more along the lines of a gut feeling that either some form of life or a water source is in a certain direction. Appearance: Molk is only slightly taller than most men of his tribe, and is not large. He is thin and lanky, with his strength laying in the density of his muscles rather than the bulk of them. He wears the traditional garb of his people, white short sleeve shirts, which, despite being closely fit to ones body have neck lines that expose most of their shoulders, it then continues halfway down ones chest in the form of a slit, which is threaded on either side. This slit is intended to be untied only during heavy work during the heat of the desert days, and even then is kept shut in the presence of company, including workers and members of one’s family. The shirt continues down past ones hips and is tied by a thin rope about eight inches from the shirt’s bottom, which is cut much wider than the fitted higher portion and billows out. Pants are made of a material that is very similar to denim but much stiffer and of a off-white color. These are also worn closely fitted in the upper portion, to the knees, and then become somewhat wider. Men and boys, including Molk, travel barefoot. Upon first examination Molk's hair stands out. When the sun shines upon it, it shines the color of bright red hair. He has very thick hair and the short scruffy facial hair of boys who are old enough to shave every day, but to lazy to do so more than once a week. Upon closer examination, his eyes, which at first appear to be green, have a vast spectrum of colors that they hint upon throughout his iris. dark brown outlines the outer iris which fades to greens of various shades in gradation that shift to a very thin line of orange around his pupil when it is fully constricted. Any short hair on his body is even more auburn colored than his head, and is hardly noticeable on area but his legs, which are always covered by the garb of his people. Unlike most races from the desert, Molk and his tribe are fair-skinned. Despite being considered rather attractive, Molk does not stand out in a room or crowd, although this is mostly due to an unnoticed tendency to avoid being the center of attention due to the way he carries himself after training in hunting from a young age for many years. Personality: Molk, although rather intelligent is quite absent minded. His abstract way of thought led him to excel in the general training given by the teachers of his tribe as a child and is therefore very self-confident in his abilities, and easily frustrated by things he cannot easily accomplish. Molk, while hardly being a recluse is not as social as the majority of his peers, and while sometimes he craves company, he also enjoys getting away from everyone when he hunts. He is normally very kind but is very overly critical of his companions and in others in situations where he does not agree the proper course of action is being taken. He is somewhat quiet most of the time, and does not purposefully seek to be the center of attention, but is not afraid to jump into a conversation and give his point of view. Biography: Molk was born a regular child in his tribe, and quickly excelled in schooling. His natural athleticism and different way of approaching problems led him to be recognized by his classmates as the smartest of his peers, despite some of the other students scoring higher than him in the more linear areas of study. He began his training along with nine other boys to be a huntsman when he began school, while the other children, numbering around three hundred began training in other fields his tribe needed. After he finished school and his training at the age of nine Molk became a full time huntsman, and soon was able to maintain his bow and make up for the small amount of arrows he broke with the scant amount of wood he found on the hunt. At the age of eighteen, after fourteen years of training in the nomadic camp, groups of children, one from each of the professions, with the exception of huntsman who were assigned to two groups are sent out into the desert to survive on their own for a year, as was the tradition of the tribe. The children, having been trained for nearly a decade and a half .always returned safely. Molk, being somewhat more talented than any huntsman of his age that the tribe had yet seen, easily provided sufficient food to supplement the diet of cacti, water and goat milk the groups survived on. His gift of finding life and water also prevented him from losing one of his groups, which were not allowed to meet one another on the journey. However, as the sunset on a particularly short day, the windreader from the group Molk was with failed to inform him that a storm would approach that night. Molk left to hunt the lizards that so loved the ending of the day, and the freezing weather the flat desert night would bring. After he had captured a sufficient amount of the food, Molk had drifted to the point that his sense of the group he needed to reach was at the edge of his ability, and beyond that of any of his peers. For one of the few moments in his life, he was alone. As he looked out into the dark, starry night, he caught a glimpse of the swirls of sand that come before a sandstorm, and knew he had a scant twenty minutes before the winds would hit. Certain that the windreaders of the two groups would already have the camps settled down, despite their failure to inform him, he quickly dug into the sand and embedded his orb-shaped tent into the middle of a sand dune. The structure would protect him through the storm, and let him dig out in the morning. When Molk awoke, and dug his way from the sand, following the air pipe set into the top, he felt, for the first time in his life, true silence. There was no feeling of life in any direction, no birds, no lizards, and no group. There were no mesas or cacti to be seen in any direction no matter how long he stared. As the numbness of terror wore off of him, and he recovered the ability to think clearly, he realized that not even the sand he stood on was the same. This was not the dry brown sand of the deepest habitable areas of the desert, there was no life to be seen of sensed here. He had entered the deepest part of the desert, and as the most talented desert huntsman of his age he had at the most two weeks to live if he stayed. With that, Molk took the lizard meat he had and began to walk. |

| Bradapalooza |
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| Re: Character List Name: Zihark Age: 24 Race: Human Sex: Male Hair: Black, laid back hair that's spiked outwards in the back. Eyes: Blue Weight: 178 pounds Height: Six feet, one inch tall Weapon: Twin short swords Armor: Light chain mail armor Strengths: He is fairly strong, but his main strength is in his agility and speed. He can also wield his twin blades quite well. Weakness: Has no real fighting style, as he was only trained for a short period of time. And he does not have great defense, meaning that if he is hit with too many blows, he could easily be taken down. Appearance: A tall human with somewhat tanned skin. He has blue eyes, black hair that spikes outward, sapphire colored eyes, and an overall well toned body. He wears a suit of chain mail with white, cotton shorts and pants underneath it. He has two double edged short swords strapped to his back, crossing in the shape of an X. Personality: He doesn't truly believe in fighting or killing and tends to try and avoid it whenever possible. However, when thrust into one, he will fight to the bitter end. He doesn't believe in giving up once attacked. If he has any friends, they would know him as an often serious person who never smiles or laughs. His past is always on his mind. Biography: He was born into a desert town that was built right outside Gerudo territory, and as such, lived a rough life of constant hiding. When he was five, his father started teaching him how to fight. The training was very rough, often resulting in his father hurting him in various ways such as broken bones and nasty scrapes and bruises. However...he quickly learned how to resist pain and became a powerful warrior. But that didn't last long. His training was cut short when he was eight years old when Gerudo's attacked his village. He and his mother were told to run away to somewhere safe. He didn't want to run, but his mother took him with her. That left him with no choice but to hide from the Gerudo's. And he spent years without having any training in combat. By the age of thirteen, he has lost any recollection of skills that he had been taught. After he hit his sixteenth birthday, things went from bad to worse. The Gerudo's found their hiding place and went to finish the job. His mother told him to hide, and he did and tried to help her hide with him. But before she could come over, and arrow struck her in the back and she was killed instantly, the arrow severing her spine. He lost it and flew into a rage, grabbing two swords that were inside of the closet and charging out at the two Gerudo's that had killed his mother. They had no chance to react before he slew them both in cold blood. He spent the rest of his years wandering and scavenging. He attacked random patrols out in the desert out of anger and grief, often killing all of the people in the patrols. His life of scavenging for food, hunting Gerudo's and random animals, and just trying to survive in the harsh environment of the desert toughened him up even more than he had been before. He became resilient to pain. He could get a small cut and not be fazed at all. He could have an arrow shot into his shoulder and only recoil briefly in pain before pulling it out and advancing. He was also hard to kill and learned many tricks to keep himself alive. The Gerudo's called him a monster because of how strong he had become. He finally found his way out of the desert, now the age of twenty-two years old. He was shocked to find himself in a different world, and also relieved that he wouldn't have to spend his life wandering through the desert anymore. He then made a vow that his only true enemies were going to be the inhabitants of that cursed desert that he had left behind and began wandering again, looking for something that he hadn't had in his entire life...though even he doesn't know exactly what he's looking for.
__________________ Wherever I go, danger follows, so beware those that wish to come with me. |

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| Re: Character List Goblin Name: Azgragthz (Does not use this name, he can’t pronounce it anyway) Human Name: Kreed Anon Age: 19 Race: ½ Goblin, ½ Human (Higher detail below) Race detail: The Goblin half of Kreed is from a particularly vicious tribe of nomadic goblins known, or unknown, rather, as the Grezdth. The Grezdth tend to reside, however temporarily, in burrows deep in the ground. These resemble giant anthills. They are able to make these burrows quickly using their long, shovel-like nails. They often do not need to construct a burrow due to the tendency of the Grezdth to travel to places they had previously been. The Grezdth are designed to attack in packs, each being approximately 4.5 feet high when standing upright, though because of their tendency to slouch extremely they appear to be only 4 foot. Their skin is a sickly greenish color. Kreeds human half is from a perfectly normal human girl. Sex: Male Hair: Kreed has black, coarse hair covering solely the top of his skull going continuing (not lengthening, but there are more hair roots) down the back of his head stopping about midway into his ears. Eyes: Blue (One of the few traits from his mother) Weight: 168 lbs. Height: 5’ 8” Weapons: Kreed carries several items that could be classified as weapons, though one in particular could be called his “primary” weapon. All these will be found below in a list format. Pocketknife: A simple, single bladed lock blade knife. The handle is made up of black plastic and has a rather ovular shape. The blade mimics the shape of the handle except for an ovular hole located at the corner of the handle and the unsharpened side of the blade. The blade can only be put back in the handle by pressing a steel button near the bottom of the handle. The button is no distance higher than the part of the handle on which it resides. Staff: A long, hard, polished stick of oak wood. Kreeds staff is perfectly straight and flat on both ends. The staff is approximately 6 feet in length and 1 inch in diameter. Kreed carries his staff strapped to his back. He is not particularly skilled with this weapon. (Primary) .50 Caliber Magnum: A solid black revolver. Kreed carries this and two spare, fully loaded clips with him at all times. He carries this weapon in a specially made holster on his back, though most of the time it is gripped in his right hand. Armor: Kreeds only armor are two iron gauntlets, one on each hand. Each gauntlet weighs approximately 1 pound. Strengths: Kreed is an excellent shot with his .50 Cal. The majority of the time he is able to aim at a target in less than two seconds. His gauntlets also serve a purpose other than protection. If unarmed, Kreed can use his fists, punching without the need to worry about breaking any of his fingers. Kreed is also physically very strong. Weaknesses: The odd mix of races that make up Kreed have left their mark on his body; his entire left leg is frail and is prone to sprains, fractures, and occasionally, breaks. If he overexerts himself, his leg may fail him and cause him to trip or severely injure himself. If called by his Goblin name Kreed becomes angry and may behave irrationally. Skills/Magic: None Appearance: Kreed is certainly not attractive. He is very pale with a slight greenish tint to his skin; the green is more pronounced in places that are usually covered by clothes. (i.e. his legs). Kreed usually wears a pair of ripped blue jeans, a white T-shirt with a colorful square pattern design in the center, and a black leather cargo vest. Kreed rarely smiles, if he does, he reveals the small Goblin teeth, nearly all canines, that fill his mouth. Contrary to earlier in this description, Kreed has several small dark green patches on both arms. On his back is a tattoo of his Goblin name. Personality: Kreed relishes pain. The pain of others, that is. Kreed is cruel, evil, twisted, warped, and downright not-very-nice. He blames all but himself and his mother for what he is, and he is determined to take his terrible vengeance upon whoever he meets. However, he has a soft spot for blonde women with blue eyes; they remind him of his mother, who is the only person, besides himself, that he loves. Loved. His mother is dead. She was murdered. Biography: I cannot properly begin to illustrate Kreeds life before showing how such an odd mix of races came to be. I will begin with the story of his mother, Kara. (If you are curious, Kara is 18 at the beginning of this). The beautiful woman wearing the simple white T-shirt and jeans was walking along the mountain pass. She had no idea the terrible things to befoul her tonight. She hummed a happy tune, taking in her surroundings. The river below, the blue sky above, even the buzzing insects seemed wonderful tonight. Lost in the beauty of nature she soon wandered much farther than she should have; it had grown dark, and the terrain was unfamiliar. Worried, she began to walk faster, faster, faster, and faster still. She was running now, something was not right, something evil was here. She ran and ran until she finally collapsed from exhaustion. She should consider this merciful, so that she was not conscious when the Grezdth found her and took her into their burrows. They took her to their Chief, who commanded the Harvester Goblins to leave the woman with him alone. It was that night that the beginning of Kreed formed. ~~Eight years and nine months later~~ Kara had not named her child yet, for she could find no fitting name for him. Most certainly not after his father, and she refused to use the name the Goblins had given him, for she knew it was a Goblin name, and she had guessed easily enough what must have happened to her on that night. Up until now she had merely called him K. It was easy enough to remember, the first letter of his mother’s name. But tonight he would be given a name, one that would be the bane of humanity. The people of the small town in Colorado had heard rumors of the strange demon-boy that was kept by the young girl Kara. She was beautiful and kind, but they saw how whenever there ever was the slightest hint that anyone would like to come the her house she would suddenly rush away, they saw that she rarely left her home for more than an hour. They had long suspected something evil lived in her home, some secret that she did not want shared. They had put up with it long enough. After all, it was only suspicion, right? Maybe they were just paranoid. Maybe Kara was just a very antisocial person. Then they began to hear sounds coming from her house, screams, yelps; sounds that weren’t quite human. They were sure that there was something evil living in her house. And they were going to find and destroy the inhumanity residing there, and Kara, if they had to. Kara heard them coming, and bid her son to hide himself in the closet, to cover himself with clothes so that he would not be seen. She herself went first to her own bedroom to retrieve the rifle she kept there, then to the front room. The woman sat in a rocking chair by the smoldering fireplace, keeping the rifle out of site but where she could quickly reach it if needed. There was not going to be any bloodshed tonight if she could help it, though she would kill them all to protect her son. Sure enough, only a few moments after Kara had sat down in the chair a banging came on the door. It was a man’s voice, gruff and angry, and it demanded to be let inside. The woman called to tell them, for she was sure there was more than one, that the door was unlocked, and she bade them come in; they mustn’t suspect that she was hiding him, her son. They said they knew of the demon she was hiding, and that if she surrendered, it, peacefully, no harm would come to her. Kara did her best to look surprised, and rather affronted, and she claimed that she had no idea what they were talking about. When they questioned her of the sounds they had heard coming from her house she merely said, “I have been having nightmares lately, it must’ve been me in my sleep.” She would have had them convinced, if it wasn’t for the fact that one of the men saw the rifle she was concealing and cried out. Kara quickly moved to kill the nearest man, but the rest got to her first and knocked the weapon out of her hands, the just-released bullet shot through the ceiling. They restrained her, and, no matter how much she struggled, she wasn’t able to break the two mens’ hold on her arms. Slowly and quietly, a small figure silently stepped through the small crack in the door, and he saw his mother in danger; this enraged him. His mother was the only person he had ever known. She had cared for him, loved him despite his terrible story of birth. And now these men were hurting her. K, as he was known, slowly took out the kitchen knife he had retrieved only minutes before and jumped on the nearest man, stabbing him in the neck. After that it was confusion, panic, and blood; none there had seen so much blood in their lives. Finally the last people standing were K, his mother, and the two men restraining her. The first of the two men drew a pistol and aimed to kill K, but the child had seen the movement coming and jumped to the side. The man shot and a moment later K was on his back, ready to kill him. If only the knife had moved a moment faster. The man let loose another shot blindly, and the bullet pierced Kara through the heart, a second before K’s knife pierced his neck. The child jumped off the dead man and stared at his dying mother, then his eyes turned to the remaining man, who was defiantly pointing his weapon in K’s direction, a hard look on his face. K glared at him with hatred, his blue eyes flickering red. There was a dash of movement, a flash of steel, a spurt of blood and the man was dead. In the room full of dead, the Goblin Boy turned to his dying mother, a tear running down his face. Kara named her son, told him she loved him, then died. The child, now to forever be known as Kreed, wept over his mother’s dead body all night. For years, Kreed ran. After that night he believed he was hated by all humanity, though he had done nothing. He reasoned that they all deserved nothing but death and pain, and he was determined to give it to them. The rest of Kreed’s life was filled with nothing but thievery, murder, and pain. He obtained his weapons by robbery, killing whoever dared stand in his way, whether with his hands or with a weapon, they died. Kreed still does not feel that humanity has paid enough for what he has suffered, and still he seeks vengeance.
__________________ For God gave his one and only Son so that whosoever believes in him shall not perish but have eternal life. For God did not send his Son into the world to condemn the world but to save the world through him. John 3: 16-17 ![]() ![]() Keeper of the Vault of Yarn- Chibi Kitty Court |

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| Re: Character List Name: Jezelik Rutherford II Alias: The Merchant of Souls/The Conduit of Hellfire Age: 32 Race: Hylian/Sheikah Crossbreed Gender: Male Hair: Spiky, navy blue hair Eyes: Brown Features: Multiple tattoos scattered across his body. He has a cross tarnished with blood on his left shoulder, a black flame over his right eye, a giant skull on his back, and a symbol in an ancient language that stands for "Death" on his right hand. The tattoo of the flame lets everybody know that he's an assassin, so he keeps it concealed, unless he needs to show it to clients. Weight: 195 pounds Height: 5 feet, 11 inches Weapon:Jezelik carries 5 weapons. 1. A scythe for combat ![]() 2. A knife for assassination ![]() 3. A katana as a backup weapon ![]() 4 & 5. Dual-Wield Crossbows for long-distance sniping ![]() Armor: A heavily padded leather vest with a hood sewn into it so he can hide his face, and some light, leather pants for quick, evasive maneuvers. He also wears light combat boots for agility. He is never seen with the hood off his face, ever. Other times, he is wearing a hoody, a pair of jeans (if Hyrule had any), and hiking boots, still not letting his face be shown. Strengths: He is a tactical assassin. The tactician part comes from his family's military background. He can learn the layout of any building just by looking through the windows and marking the territory, and can infiltrate it with ease. Because of this, he decided to take up the role of assassination, and is fairly good at it. He has a bit of a muscular build as well. He decided to take up the life of an assassin for the information network that resulted with the job. Weaknesses: While being good at assassination, there is one thing he is not good at: keeping himself subtle. He lacks the ability to stay hidden for too long without being caught. Also, he does not know how to swim, which makes trying to escape even harder. The tattoos he has also show his infamy level, so he tries to keep them concealed as much as possible. Skills/Magics: Shadowstep: It allows Jezelik to stay hidden in the shadows. However, this only works for a brief time period before he becomes visible again. Scope Eye: It allows Jezelik to scope out an enemy's weak point during a fight. This also makes assassinations easier, as well as sniping from long-distances. Air Dash: It allows Jezelik to run along the air for a brief period of time to escape, in case he ever gets caught during an assassination attempt. Auto Shot: It allows Jezelik to fire multiple arrows/bolts out of his crossbow quickly. Motor Drive: Jezelik enters a transfixed state where his speed and strength drastically increase. However, it leaves him more open to be attacked. Tearing Slash: Only used as a final desperation move coupled with Motor Drive. Jezelik goes crazy with his longsword, destroying anything and everything in sight. Nothing is usually left alive after the usage of the move. Jezelik is knocked out of Motor Drive mode after using it. Explosion Rend: Only used as a final desperation move coupled with Motor Drive. Jezelik raises his scythe, and slams the blade into the ground. Everything around him explodes, leaving large holes in the ground. Not as powerful as Tearing Slash, but still a fairly practical move should the target survive. Jezelik is knocked out of Motor Drive mode after using it. Appearance: He appears as somewhat of a solemn figure, with a gruff body. He wishes that he was a tad smaller so that he didn't stand out, but that can't be helped. Also very cold, distant, and mysterious. Here's a picture of something his face could be compared to without the tattoos I found on the internet. ![]() Personality: Having been forsaken by his real family at a young age, he was taken in by a military family in the Hylian Army. Because of his short time in the military, he has developed a cold demeanor, with an even colder aura about him. Beware his icy glare! Deep down, however, he is a tortured soul, having known nothing about his past life, or who his real family is. Biography: Not much is known about Jezelik's original family. At his time of birth, his family left him in a freshly-woven basket, and orphaned him in the streets of Hyrule Castle Town. He was automatically taken in by his adoptive parents, Skyler and Lilirara Rutherford. They decided to name him Jezelik after Skyler's great uncle, Jezelik Rutherford I Since the day he turned 12, he was trained in the art of being a tactician. During training sessions with the other soldiers, he would map out the best point of assault for his troops, and the best point of defense from the enemy troops. He was revered as a tactical prodigy. But this was not the life he wanted. Secretly, he began training in the art of assassination at the age of 16, killing animals in the woods as practice. Eventually, he moved on to killing homeless people in the back alleys of the streets of Castle Town. Eventually, after 3 years of this occuring, when Jezelik was 19, the army found out about Jezelik's misdeeds. He was stripped of his rank as Master Tactician, and exiled from the army. When he came home that day, his father was angry, his mother upset. Skyler was so upset that he began to beat Jezelik. Out of reaction, Jezelik reached for a sword and stabbed his father in the heart. He died all too quickly after that. While Lilirara mourned the death of her husband, Jezelik grabbed a sword, some money, and a big loaf of bread, and ran away. He ran as far as he could to escape the troubles of what he had just done. Since then, he used his tactical and assassination skills to his advantage, killing off all the wealthy overlords of each region. This has been going on for the past 13 years. The Hylian Army knows that he's the one doing it, but there's nothing they can do, for all the troops they send out die upon reaching him. It wouldn't be long before Jezelik took his revenge upon the town that raised him. Currently, he not only takes up the assassination role, but he also tries to look for clues about his family. He is not truly evil, rather, he loans his services to the highest bidder. No matter what line of work he takes, it would bring him closer to accomplishing both of his goals. He constantly checks the information network nowadays to see what the status of both of his objectives are. Theme Song:
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| Re: Character List Name: Colecartha (Cole) Druzin Age: 332 (19 in earth years) Race: human Sex: female Hair: black, long eyes: purple weight: 110 pounds height: 5' 2" WEAPONS -=Staff of Alos=- Alos, the man of the sea, made the staff to control water and the staff can control water and ice, able to move vast fathoms of water and great heaps of ice and glacier. A white staff 4 feet tall with a ball on the top end. -=Avid's Sword=- Avid was a powerful wizard and Cole's best friend in her village, but he died in its defense when the Belbians attacked. -=Karder's Aura=- Karder's Aura can heal you if you are hurt and even prevent you from getting hurt, but it only lasts a 5 seconds and takes 10 minutes of sunlight to restore its power. it has been known to cure everything from cancer, to a cold. -=Knife=- just a regular 4 inch knife used for stabbing ARMOR -=Imitation Dragon Scales=- Because she could not afford to buy real dragon scales she had to buy imitation which break after a few hard hits. they are green and look like lizard scales but bigger. STRENGTHS because she has the Staff of Alos she cannot be hurt by water, as long as she is touching it and with Karder's Aura she can revive herself and is invincible for a few seconds. she can also talk to animals who are happy to help her whenever. WEAKNESSES she is arogent and self centered. she has a sort attention span and doesn't like to focus on things. fire is her biggest weakness and which she is scared of. so much so that she never goes near it. MAGIC/SKILLS -=Animal Speak=- talking to animals, any animal. what happens is the animals make their sounds and her brain converts it to whatever language she is thinking in at the time. -=Water=- well she can control water like I said earlier. able to hold up to 1000 gallons and 500 pounds of ice. APPEARANCE she is very attractive and looks like a human. wears a head dress with a wave emblem on it. over her imitation dragon scale armor, she wears a blue dress with a gold lining. her breast are a good size 34B. her legs are bare and she wears brown shoes. PERSONALITY Her mind bounces around from thing to thing not focusing and uninterested in what is happening. she ignores most people and gets mad quite easily. she is scared of fire and whenever she sees it she takes off in the opposite direction for 30 min. At the same time she is smart and very articulate being able to tell what is going to happen before it happens BIOGRAPHY Cole was born on Clicra III in the year 46389 AB (after Banken). there she grew up in the village of Crutle with her best friend Avid. but in 46670 (~16) Crutle was burned to the ground and Avid died, she cried over his chard body for 1 Clicrian year (about 21 earth days) her parents also died in the flames. After that she traveled the world, and met people like Karder and Alos who gave her things. When she was with Binit in the fargin woods she learned to speak to animals under his guidance, later he tried to kill her but luckily she had Avid with her so she ran him through. after that she became detached, trusting no one and lashing out at random people for now reason, she was always nice ever animal besides humanoids. if an animal ever needed help she would to all she could to help it. every night she cries, haunted by the memory of the dead bodies and flaming houses every day she wishes she could turn back time and is ultimately what she is searching for.
__________________ I'm not Korean, but I do live in Korea (for the moment, at least.) LoZ-100% MM-100% TP-100% AoL-Playing OoA-Beat PH-Beat ALttP-100% OoS-Beat ST-Beat LA-Beat tWW-Playing SS (+2Q)-100% OoT(+MQ)-100% tMC-100% HARLEM SHAKE MADE BY ME AND SOME PEOPLE FROM WORK T(are) Tyke When I |

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| Re: Character List Approved by Ciroton Created: 08-17-2009, 9:29 PM Approved: 08-21-2009, 11:59 AM Age: 28 of his years, but about 33 in standard years Sex: Male Race: Steampunk Human Hair: Hewitt doesn't really take the time to mess around with his hair, so it's got no real style to it; It's just hanging out wherever he, or his equipment, happen push it to. It's fairly long for a guy, reaching to the top of his nose in the middle, and the ends of his ears at the sides (goes down to the bottom of his neck in back). Hewitt was born with white hair, but due to his work, and lack of care, it's stained to a medium grey color now. Eyes: Hewitt tends to hide his relatively deep pink eyes behind his dirty orange-tinted glasses, or his black-tinted goggles, as he finds his eye color rather embarrassing. Weight: Without his duster (thick coat similar to a trench coat) and Gallagher (his upper-body-enhancing invention) Hewitt weighs 156 pounds. With both Gallagher and the coat, he weighs in at 177 pounds. Height: 5' 9" Relationship Status: Hewitt's too much of a busy nerd to really think about a relationship. On the other hand, if a girl shared the same interests as him, and would do those things with him, he'd be quite fine with it, and might actually be able to take part in such a relationship. Gallagher V.2.2: This is Hewitt's most used invention. It's a copper-plated device (shaped similarly to a small, flat backpack) that covers the upper half of his back (brown leather straps come over his shoulders from the top, and around his side at the bottom, then strap together in a sort of harness), and has four "arms." Two of the arms actually attach to Hewitt's arms: they look like small brass pipes with ball-joints that run along the outside of Hewitt's arms, then end by splitting off of a brass dome on the back of his hand, and going down to his fingers (it separates from one main pipe at the dome, into five much smaller ones). Three-fourths of the last digit on each finger is covered in a half-inch cone that allows Hewitt to easily manipulate very small wires and such. The tips of both index fingers and his thumbs can work together to solder items easily. The other two arms come out of the bottom of the device, and forward at waist-level. They have limited A.I. so that Hewitt can focus more on the building, while they hold things (such as a magnifying glass), pick things up (like a part Hewitt needs), or move things away (like scraps). Each hand is made up of six thin fingers, with tips similar to those that connect to Hewitt's fingers, but with ronded tips. As for the arm length, they can be as short as three feet, or as long as five, depending on how their needed. Hewitt designed the device to filter steam created so that it releases clean air. Since he uses Gallagher a lot, his workshop has very clear air, especially compared to most other workshops in his world. Weapons: Hewitt's no fighter, but if he's forced to defend himself, he's got a handgun that fires three shots before it needs reloading. The shots are loaded from the left side of the gun, at about the middle of the back end, then when one fires off, the next is pushed up into place by a couple springs. Hewitt bought the gun from someone else, but was able to modify it with a laser aim. However, laser technology is limited for his people, so the laser can only be on for three minutes before it needs some more energy (he can only re-energize it at his workshop). Other than this, the cone-shaped tips of Gallagher's finger covers can be used to pierce or scratch, and the index fingers (the ones that work with the thumbs to solder) can cause painful burns. Due to the sharpness of the cones, he can't make a proper fist while wearing Gallagher, or he'd pierce himself, though he can still close his hand. Armour: While Hewitt doesn't technically wear any armour, per se, his clothes are made of strong leather, and his duster is very thick, thus providing a great defence against things like slash attacks, axes, daggers/knives, and other such weapons. Guns, and some arrows (including other pierce attacks) can get through, but are slowed quite a bit by the coat. The "pipes" of Gallagher that run along Hewitt's arms also allow him to block some attacks, since the pipes are very strong. Strengths: On its own, Hewitt's strength is slightly above average, but Gallagher greatly increases his strength, so while he's not a fighter, he can throw a rather solid punch, sometimes enough to knock a man not only down, but away, and a well-placed upper-cut could send a man a couple feet into the air. Gallagher also gives Hewitt two extra hands, which can be used in numerous ways, and their limited A.I. is a bonus because it can easily find, and point to, very simple things that thinkers like Hewitt tend to miss at first. With enough time, Hewitt can be a great asset to a group, should a problem arise, as he's quite good at coming up with inventions, or modifications, that would allow a possible solution to the problem. Weakness: Despite a decently toned body, Hewitt's not a punching bag: just a few well-placed hits can bring him down, should someone break his defenses. Also, if he's forced to come up with something fast, he starts to panic a little, and usually just gives up, so spur-of-the-moment changes or events can really effect Hewitt's performance in a group. Due to Gallagher and his coat, Hewitt is unable to swim, as he'd be far too heavy, and Gallagher would short-circuit (possibly electrocuting Hewitt). As a more personal weakness, he doesn't do too well socially, because he's rather bad at carrying a conversation. During one, he tends to forget he's talking with someone, and his mind wanders off to the subject of what he'll work on next, or how to solve a certain problem. This has left him with very few people he can call "friends." In addition, he other times tends to blab on about things, and won't "just shut up," which can be annoying also. Skills: Hewitt's a very creative inventor, able to create just about anything he needs from a pile of junk. He can McGyver something together, or if it's already made, to change its purpose, or simply enhance it fairly easily. Thanks to Gallagher, Hewitt's arms are increased in strength by a solid 46% above average, allowing him to lift heavy objects himself, which is a great help since he works alone (the other two hands can help balance long objects). Personally, Hewitt's a great piano player, tea maker, and watch cleaner (though he's no watch maker). While his firearm skill is nothing to brag about, he can make a decently accurate shot in a quick-draw, and he's a pretty fair shooter in a mor normal situation. Appearance: Hewitt's hair used to be a nice white color (not all too uncommon in his world), but it was eventually stained, almost dyed (in a sense), due to his work. He worked around smoke and steam a lot, so those combined for some time, and stained his hair grey. He's got a couple strips of cloth that form a sort of sweatband, and he usually forgets to take it off, so it's very dirty (kind of a yellow-brown), and a bit crooked. His eyebrows are also stained, and rather thick, but still look reasonable for eyebrows. His eyes, however, are very unusual: they're a medium-hued pink. Hewitt hates this, so he usually hides them behind his dirty, orange-tinted glasses in public (his eyesight is just fine though), or his black-tinted goggles when in his workshop. He's got a few stiff hairs of a beard forming on his chin, but he does actually try to keep them short, so he doesn't get a full beard. His pants are pretty simple, as they're just dark brown leather with a soft inside, plus they're very durable, and actually quite comfortable. He's got a simple white shirt that's only a bit dirty, with long sleeves, and over this is a slightly thick, tan leather waistcoat of sorts with two pockets on the bottom. His left pocket holds an average sized pocket watch (it hangs out with about an inch of its golden chain showing), and his right carries a small packet of ammo that hold six shots for his gun. The pistol is in a holster (it covers the whole weapon when the flap is closed) on his right hip, that's connected to a thin, but sturdy, black leather belt. Next up is Gallagher. He first straps it to his back using a sort of harness (four straps, two at the top, and two at his sides): the straps come around and clip into an ornate brass buckle to secure the device onto his upper back. Next he closes the clamps that go around his arms (one wide one on his upper arms, and two smaller ones on his forearms), and slips his fingers into the little cone finger-covers (Gallagher auto-tightens them so they stay on). To hide the majority of Gallagher (except the hand sections and the straps over his chest), Hewitt wears a very thick, brown leather duster. It's edges were lined in a gold-like color, but have since become rather dirty, and look more like brass. Due to how thick the duster is, Gallagher doesn't really stand out in the back, especially since it blends in with his slouch. The final components of his outfit depend on where he is. If he's out in town or whatever, he wears fairly shiny, long black leather boots, and his small, dirty, orange-tinted glasses that hide his pink eyes. If he's in his workshop, then he wears his dirty brown leather boots, and nearly clean black-tinted goggles. The goggles are mainly made of copper, but the thick linings around the lenses are brass. The straps that go around, and over, his head are dark brown leather, and quite strong. Hewitt's a fairly well-built guy, thanks in part to his work. All the building he's done has toned him pretty well, but he's a sloucher. Despite his build, he sits with a noticeable hump in his back, and even standing around he's kinda bent. When walking, however, he stays pretty straight. His voice is similar to a fairly solid British accent, and he streaches out his words when he's observing something ("Veeery iiiintereeesting..."), only mumbling, then suddenly he'll start talking a little loud (enhanced by his somewhat deep voice), and blabbering on for a time. Personality: Hewitt's a high-spirited guy, and enjoys his work with a passion. However, he often enjoys it too much, and ends up not noticing people around him (for example, someone may come into the room he's in, and stand right next to him, but he wouldn't really notice, or he might be having a conversation while working, and forget he's supposed to talk), which can annoy others a lot. He's also a serious pack-rat, and likes to collect lots of little, seemingly useless, items that he will eventually use in some invention. He's got shelves and shelves of boxes filled with what looks like a ton of junk, but eventually he uses it all. In other words, he's an efficient pack-rat that doesn't waste what he collects. He's an inventor, so he's really creative if given enough time... but he becomes impaired when he's got to think of something fast, and usually ends up just failing, then moving on, if he can. If something such as an invention screws up, and he couldn't come up with something soon enough, he'll try to just fix it... but if he can't, then he'll salvage the thing, and start over. Due to being such a pack-rat, he hardly creates any waste, and tries to recycle anything he can (it usually ends up in some inventions, though other times it can be used for a patch job). His eyes are a touchy matter for him, because he's very much a guy, and he feels like his eyes betrayed him, since they're pink. Only 8% of males in his world have pink eyes, while 37% of females have that color of eye. He does his best to hide them at all times, and as such has bought tinted eyeglasses to obscure the color. If someone found out, and started teasing him (playfully or not), he'd become very silent, and tend to avoid the person a bit. It's obvious he's been offended by it, because he's normally quite a talker. He tends to talk about a wide variety of subjects, but does his best to avoid his eyes. Should he become angry, which he tends to do when something isn't working out, he becomes somewhat stubborn, and won't allways cooperate. While it may seem cold, and unfriendly (which it technically is), it's better because he uses the time to cool down, at which point he starts up on whatever he was doing again, often times eagerly. On a higher note, Hewitt loves classical music, and plays it occasionally (since he can play the piano). He's also rather fond of tea, so he likes to try new kinds, or variations of kinds he's already had. He's also done a good deal of research into fairies, and things like them (in the matter of identifying them and their possible powers). Biography: Hewitt Carmichael Avery was brought up in a fairly "rich" family, so he was provided with decent education, and access to a fair amount of other things, like information, junk piles to mess with, and plenty of people to be around. His father, Gerald, was a well-known inventor, and his mother, Mina, who didn't work, but was pretty well-known socially. When Hewitt was born, his parents were surprised at his pink eyes, and partially at his white hair (while not uncommon, neither parent had white hair). Hewitt was able to start schooling at age three, from which point he stayed in school until he was eleven. He got tired of its slow pace, and decided to "drop out" of school. His father found him hiding in the house when he should have been at school, and asked him what was up. He explained how annoyed he was that school moved so slow, and how he wanted to know things that his father knew (which weren't taught until the student was at least sixteen). Gerald understood, and became his mentor, teaching him how to build things, and other stuff like what parts can substitute for others. By about seventeen, Hewitt knew almost as much as his father did, and started work on his first version of Gallagher, which was rather clunky, had no A.I., and soon broke down. After going over all the problems, he created another one, and while it worked just fine, it still had no A.I., plus it was still rather large. Some years later, at twenty, he went back and completely redesigned Gallagher, creating a version very close to his current one, but it produced a lot of both smoke and steam. His white hair had already become rather dirty, but now it got worse. He worked with Gallagher a lot, so the steam mixed with the smoke, an "dyed" his hair grey, quite to Mina's dismay. She tried washing it out, but it had become stained like this, and Hewitt didn't really care enough to take care of it. After putting Gallagher aside once again, Hewitt lived with his mother for a good few years, learning things like how to play a piano, and acquired his tastes for tea and classical music. He also read a lot of books about fairies during this time. However, his mother kept trying to get him a social life, but it would never work, since Hewitt could rarely get his mind off his inventions, thus killing conversations. So, at twenty-five, Hewitt left both Gerald and Mina, and rented out a workshop, which he bought a year later. Once he had purchased full rights to the workshop, he stored every single scrap he had picked out over the years, and soon began to work, yet again, on another version of Gallagher. This time, he gave it limited (but useful) A.I., a steam filtering system (to clear the air), and a sleeker, stronger design. Due to this sleeker design, Hewitt was able to hide Gallagher in his duster, thus wouldn't look like one of those techno-nerds that always had odd contraptions on themselves. He finished Gallagher, and ended up using him a lot, thus making for a workshop with very clean air. At some point during this time, he bought a pistol for self-defense, and several packets of extra ammunition (the gun could only fire three shots at a time). He then purchased a rather expensive laser aim, and attached it to the gun, for more precise aiming. So now, he makes a living by himself inventing, and eventually selling his inventions for money to buy food, and more supplies (at least those that he can't find at a dump). His life works well for him, even if human contact is scarce... Theme Song: 5th Symphony (Rock version) - Beethoven [Remix: Cloud9]
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| Re: Character List Name: Eleken Sasura Age: 127 Race: Elf Sex: Female Hair: Eleken has medium brown, layered hair styled like spikes, which look so real you could swear that if you so touch one, your finger would bleed. She also has an electric blue highlight down the middle shaped almost exactly like a thunderbolt. She’s obsessed with thunder and lightning, in fact she’s been labelled a “Lightnimaniac”. Eyes: Eleken’s eyes are a clear, bright blue with a tint of yellow near the pupil- some say that when she’s angry, you can see a miniature thunderstorm in her eyes, reflecting her rage. Weight: 132 lbs. Height: 5’ 5 Weapon: Eleken uses a jian sword called “Ley-Bing”, welded upon the high mountains of china over five hundred years ago. The blade has witnessed many a bloody battle, and was used by the most honourable emperors and warriors of China. Ley-Bing’s grip and guard were carved from a large thunder egg imported from the hot country of Australia, and the actual Blade is made from steel tinted blue, and the tang has been shaped like a thunder bolt. Armor: Eleken has a medieval breast-plate with her people’s thunder crest in the middle of it, which stores excess energy to stop her from overloading with electricity. There are patterns of storms and lightning all the way down the plate, and beautiful Elvish literature written across the top and bottom, telling tales of heroes and legends. Strengths: Eleken is a very powerful fighter, and excellent with a blade. She’s capable of strong blows, and can cause chaos, if she’s fighting in a place where things could be knocked over… Also, if when she’s fighting a thunderstorm is happening, or certain other situations (mentioned in the "skills/magic" section) it boosts her will to fight and allows her to think quicker. Her personality affects how she begins to fight, if she's feeling particularly lonly today, she'll probably be hit first as her mind is on other things, if she's been with her friends, she'll be full of willpower and dive into the battle headfirst. I suppose this is classed as both a strength and a weakness. Weakness: Eleken isn’t a very quick thinker, she’s got no chance against fast fighters, as she lacks the ability to avoid quick attacks, leaving herself wide open a lot of the time, unless she is fighting where a thunderstorm is happening. Skills/Magic: Eleken can use electrical attacks when she likes, but they're strongest when she’s fighting in any of the following situations: a) she's in a thunder storm b) she has been attacked by another electrical attack and absorbed the electrical energy or c) she is exposed to electrical interferance/waves If Eleken is in any of the above situations, her attacks become more alot more accurate, she can only miss the target 10% of the time, the attacks also become stronger, taking off more damage than usual and if she's in one of the above situations, she thinks and moves a little faster, boosting her likliness to avoid an attack up to 65% rather than 40% of the time. The electrical attacks are: Boltstrike: She can only use this twice per battle, it allows her to stun her opponent with a bolt of lightning, giving her enough time to attack the open enemy. She only really uses this against fast opponents as she struggles avoiding their attacks. Conducting Blade Eleken’s hands let off an electrical discharge, which travel down her sword making her sword attacks stronger. When the sword during “Conducting Blade” strikes the opponent, the foe is zapped and becomes a little weaker. Thunder blast Eleken can only use this attack during a thunderstorm, or an exposure to electricity in the area. Eleken can use her hand to fire a white beam at her opponent, which makes them a little weaker for a short time. Appearance: Eleken isn’t very elegant when it comes to dressing up, she has just a T-shirt underneath her bullet-proof vest, and she wears ordinary blue trousers, almost like a mark of her humbleness. Her face has a scar all down the right side, painfully reminding her of the time a wolf scratched her as a child. Her skin pale due to disliking of the sun and natural light and love of gloomy wet weather. Her eyes stand out against her pale skin, like two diamonds in a white gold bracelet reflecting every strand of light back into space. On her left arm, a birthmark shaped like a bolt to remind her people of her extraordinary power over electricity, her pale, white lips blend into her face, and her speechless expression makes her look sad all of the time. Finally, two long ears the size and shape of knives cut into her long brown hair. Personality: Eleken is a very quiet person when left alone, she grieves on problems of the past and waits for destiny to lead her into another tragedy. Her cold tears of regret seemingly have no end, and many worry about her constant depression. Despite this, when Eleken is around her friends and aunt, she has a hyperactive attitude often luring her into trouble. She enjoys life more when she's around people she knows, so she often hangs around with them. Her friends enjoy her company, although they say Eleken is easily offended at the bare mention of the word "mother". When this does happen, she'll usually make a small, sad comment and be quiet for a few minutes. When life is looking up, which it very rarly does for her, Eleken makes the most of it. If it's something worth celebrating, she'll celebrate it. If it's something worth think or talking about, she'll think and talk about it. It's only when the event dies down- usually after a week at the most- that she starts to go back into her cycle of sadness. When in battles, Eleken becomes serious and angry if she keeps getting hit, making her unfocused- but she respects all of her opponents and if she feels the fight it fair, she will fight honourably. Biography: Eleken was born in the high waterfalls of the Troll’s Mountain during her mother, Aurora’s quest to find the Elves thunder crest. Eleken was incredibly early, and her mother had expected the quest to have been over when Eleken was born, her mother had to continue the quest, and so she sent her child back to the forest where Eleken was being looked after by her aunt. The plan was that Eleken’s mother would return after a month… but there was no news of her mother for five whole years. Due to this, Eleken took the surname of her aunt- Sasura, rather than her mother’s surname- Okaile. Eleken was brought up in the Elven forests, Surrounded by lakes and fields which she often wandered into as a child. Aurora didn’t have any children besides Eleken, and Eleken’s father is called Juikko. Jikko is actually Eleken’s teacher, although neither the child nor the father know that they are related because Aurora had never told her husband Juikko that she was pregnant when she left on a quest. At the age of four, a small wolf during a thunderstorm attacked Eleken. Luckily, a bolt of lightning struck nearby and scared the wolf away. Her injury was very serious, only her best friend was there to drag her back into the village where she was seen to immediately. She recovered, but a large scar still covers the right side of her face. When Eleken was five, her aunt received horrible news of Aurora. Aurora had been killed in a battle with the keeper of the thunder crest, her small party of two returned to the village to deliver the bad news, and the blood stained thunder crest… Eleken was given the crest by her people, and it forever marks the start of a perilous journey- blood filled battles, and tales of sorrow. During Eleken’s teenage years, she had grown to hate strangers, and any travellers that passed through her town were often under close surveillance by Eleken. Her rage filled within her for years after she had developed a hatred for others, and a loss of any string of love inside her. The only two people she ever loved were her aunt who had raised her and her best friend who ensured her protection and survival. The young girl started taking sword fighting lessons, and learned how to use her electrical powers to take out her rage. Eleken became incredibly successful, and she later became a fighter in her adult years. Eleken’s rage had continued to grow, but at the same time, it was drained out of her as she fought battle after battle to avenge her mother. To this day, Eleken is one of the most powerful fighters representing her species (but unfortunately, not the most evasive). Eleken still doesn’t know about her father, Juikko, but Juikko is currently out in search of Eleken as he has discovered the truth and doesn’t want his daughter to feel pain anymore. He knows that he is the only one who can put an end to the angry beast of rage within Eleken… Eleken- ![]() Ley-Bing- ![]()
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| Re: Character List Name: Nik Luen Age: 5026 but she doesn't know that Race: Harpy Sex: female Hair: brown and curly Eyes: blue Weight: 150 pounds Height: 6' 4" Weapon: --==Huular Knife==-- poisonous knife, 10" long, the poison paralysis very slowly and can kill with in hours --==Bastero Sword==-- The sword she had back before she became a Harpy, made by Notsil the Smithy, it is a one of a kind weighing less than half that of other swords Notsil had made of the same size, he achieved this by by using a very rare light weight steel, it has no other special properties. it is a European type broadsword with an actual gold hilt the blade it's self is 44" long and is gold on the sharp parts. --==finger nails==-- always sharp at the tips, they are as strong as steal and are hard to break, and if they are broken she can grow a new one in seconds it causes very little pain if any. Strengths: Her brand of Harpy can control air make, typhoons, or just have a gentle breeze. she can see in inferred when she wants. Weakness: if water touches her skin it burns like acid. if even one of her feathers is missing she is unable to fly, after about an hour any cut feathers grow back, but she will be vulnerable for the whole hour. Skills/Magic: she can fly. she has the power to transport things light years in distance but after she uses it she must eat a bit of grotin, a plant, and wait 15 minutes for her to be able to use it again, Grotin can only be found in dark dank caves, on any planet. she can control O2 (oxygen) and she can use it as a weapon consentrating it like a needle and open skin. Appearance: ![]() Personality: very easy going, doesn't like to fight, but will tear you up if you make her mad enough, she likes all manner of people/creatures. even as a Forgian she was happy and never got into fights, when she became a Harpy people taunted her and shunned her so she became more angry, so she kept more to herself on alien uninhabbitable worlds. Biography: Nik has been alive for many years, she stopped counting her age thousands of years ago. before she was a harpy she lived as a Forgian, a race of land based mammalians, there was an earthquake one day and opened up a fissure in the ground, which she fell into it had radio-active matter in it and it transformed her body and her genes, it also gave her long lasting life, but it also made her forget everything about her family and her life before the earthquake, though she would like to know more about it she can do nothing about it the information has no doubt been destroyed many thousands of years ago but now she spends her time looking for some sort of a family. When she was a Forgian she was a happy kid. she was only a forgian for 14 years and she can't remember any of it so it is sort of unimportant to her life now.
__________________ I'm not Korean, but I do live in Korea (for the moment, at least.) LoZ-100% MM-100% TP-100% AoL-Playing OoA-Beat PH-Beat ALttP-100% OoS-Beat ST-Beat LA-Beat tWW-Playing SS (+2Q)-100% OoT(+MQ)-100% tMC-100% HARLEM SHAKE MADE BY ME AND SOME PEOPLE FROM WORK T(are) Tyke When I |

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| Re: Character List Name: Avaline Wings Age: 12 Race: Angelclaw-a race of red eyed angels who can sprout wings from their back and change from human to Angelclaw at will. Sex: Female Hair: Black, short with bangs combed to the left (or right, depends on which way you're facing her) Edit: Yes, if she's facing forward (to you) the bangs are to her left. Eyes: Blackish brown, but they turn red when she is in angel form. Edit: Bleh, angel can mean the same thing (at least in this context, lol) Weight: Just 80 pounds, she has better things to do than eat Edit: Like go on Zelda Forums! Now isn't that better? Height: 4 foot 10 inches. Like I said, she doesn't eat that much cause she's got better things to do. Edit: Hm, I don't know if weight affects growth. Maybe? Lol. Weapon: Avaline wields a double sword. Her sword is called the Sword of Elements, and she can seperate/fuse together the two halves at will. On the maroon colored hilt there are swirly markings which flow into a swirl/guard that has a jewel inside it. On one side the jewel is blue (sword of ice) and on the other the jewel is red (sword of fire). The sheathe for her sword is golden yellow in color and has swirly marks of the same kind as the hilt. The sword is about 2 feet long and hangs from the right side of her belt when not in use. Edit: It's two fused swords, but it's like half and half. When it's one sword it has a red jewel on one side and the other one is blue, but when the sword is split, one sword has two red jewels on both sides and the other has two blue jewels. She uses the red one for the burning spell and the blue one for the freezing spell. Anyway, moving on Armor: She has a pair of navy open finger gloves that have a metal plate on the back. The gloves go up to the inside of her elbow. Edit: Yes, I fixed this one. Strengths: She can fly, but not for long periods of time as she gets tired. When in angel form she can also scratch people if her sword is unusable. Being light and fast on her feet she can also dodge pretty well. She can also dive bomb people and stuff like that which applies to flying. Weakness: When in the air she cannot dodge things such as arrows as well, and she can be easily overwhelmed by a heavier, stronger opponent as her blows fall quite lightly on such an enemy. Skills/Magic: Avaline channels her magic through the jewels in her swords. She knows two basic spells: a freezing spell and a burning spell. Both are relatively weak, though and only work well when used on multiple enemies. She can also magically dry her clothes with a water spell and is training in healing magic which is an Angelclaw specialty. Edit: The healing magic is weak and can only turn cuts into scabs and not heal them completely. The freezing spell and burning spell won't kill a person when only used on one person, but it grows stronger a more people catch on fire/freeze. She can also burn/freeze inanimate objects. Appearance: Avaline looks like an average tween kid. She has tan skin and likes to wear sneakers. She usually wears regular tween clothes unless when going into battle, during which she will don her battle gloves and hoodie and capris. Her sneakers are blue and brown and her wings are a tint of maroon-red. Edit: Avaline likes more tomboyish clothes and SHE WILL NEVER WEAR PINK. PINK IS FOR TEH PIGGIES. Her face is more of a rounded shape but she has a pointed-ish chin. And there is a picture attached at the bottom, lol. I'm not really sure what else goes in here. Personality: Avaline is a tomboy. She likes to draw a lot, and usually draws birds and dragons. She also is easily irritated and will hurt anybody who decides to even slightly provoke her. She likes to be random and has a tendency to blurt out something completely unrelated during conversations-and battles. She is a total geek when it comes to school stuff, and is the smartest in her grade. She just doesn't like to show it. Edit: Avaline also wanted to be a bird before she turned twelve. Coincidence? Nah, I was just bored and decided to put this in. Biography: Avaline grew up in the city, but moved to the suburbs at the age of 6. As the years went by, Avaline became less and less popular. During 6th grade, she had only 8 close friends, 6 of which were guys. The guys really understood her more. On her twelfth birthday, she learned of her true nature-that she was an Angelclaw. Before that she took to hacking at trees with a stick. Also hacking at people she didn't like with a stick. That caused problems in school. Avaline has a cockatiel, and she still has her to this day. She grew up with her parents living a regular life with a wii and an itouch, and she still does, basically. She likes to glide in the sky and prides herself on the fact that she can get to school before everybody else. She dislikes smart-alecks and people who are better than her. Her goal is to become somebody who helps everyday people doing everyday things. She is traveling from home in search of adventure and things to hack at. Edit: No, not superman-ish. Like a person that if you told them, "Avaline! The fire department is on fire!" and she would reply, "Oh, that? I set that fire." Lol. Sort of a person that would help if she felt like it. Not really good or bad. Also, murf is what one of my birds says. Murf. I say murf too. She also likes to say Murf. There is no meaning for murf, it is just that-murf. The picture is attached. Edit: DOWN THERE! Yes!!!
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| Re: Character List Name: Gregory Hiltman Age: 19(Biological) 204(Chronological) Race: Genetically Modified Human Gender: Male Hair: Short and dark brown. He usually keeps it neat and combed back. Eyes: Hazel Weight: 243lbs Height: 6 feet 10 inches Armor: He wears no armor, because he has no need to. His body can withstand enormous amounts of trauma. Weapons: For the most part he just uses his fists, but he does carry a concealed Ruger SP-101 in case of emergencies. A situation like that only happens once in a blue moon however, and if he ever has to resort to using the pistol he's probably already lost the battle. He is also proficient at wielding most energy weapons, but he finds them awkward to use. Strengths: He is incredibly strong, the most he's been able to lift is about six tons however lifting that much weight is a huge strain on his body and leaves him exhausted. He is also extremely resistant to damage. Bullets, grenades, and artillery shells barely cause him any pain, but the force of the explosion can knock him back if it's powerful enough. His strength, combined with his incredibly hard and invulnerable body make him a human artillery shell. He can punch his way through steel, concrete, and even the thick armor on an Iowa class battleship. This was proven when he was pitted against a tank and was able to not only withstand a shot from its main gun, but was able to punch his way into the cockpit. He was also able to adapt to new environments and situation. For example if you poured lava on him, his body would become more heat resistant. This ability has waned over the years, and now only produces a noticeable effect after a near death experience. It has been predicted that he will live for thousands of years because his cells do not wear down as quickly as they do in other people. This has caused his cellular reproduction to slow to the point that it’s measured in decades. If he is hurt however, his cells will multiply and heal at the normal rate. He has received combat training from his time in the US Army and has some skill at coming up with battle strategies. He can also go much longer than the average person without food or water. He does not flaunt his powers, which leads many to believe that he is just a normal human being. While this deception is not intentional, he has no qualms with using it to his advantage should the need arise. Weaknesses: He has no resistance to magic. Most forms of magic can cause him significant harm, and it is one of the few things that could potentially kill him. His body has not been able to develop a resistance to magic despite encountering it multiple times. Energy weapons such as laser pistols can be blocked by his skin, but they leave severe burns, this can be debilitating if he's not careful. In the twentieth, and early to mid twenty first centuries this wasn’t a problem for him, but as weapons technology advanced he found that they had become a major threat. He cannot come into contact with acid of any kind, even the weak acid found in chili peppers causes him intense pain, and can leave gaping wounds in his body. This was a fail safe programed into his genetic coding to ensure that he could be stopped should he go rouge. This includes his own stomach acid, and he is extremely careful no to do anything that would damage the mucus lining his stomach walls, or else the hydrochloric acid would burn through his intestines and kill him. His body is not much heavier than usual and can still be tossed around by large explosions, or other beings with super human strength. He is also not very agile, and can run only at an average speed. His large body makes it nearly impossible for him to use any kind of stealth, and he is an utter fool when it comes to climbing. Due to his nature Gregory will outright refuse to fight if he believes bystanders would get hurt in the process. Even if his opponent begins to attack him he will not retaliate. Skills/Magic: None. Appearance: His height, broad shoulders, huge biceps, and massive chest make him look intimidating. He keeps his hair neat, short, and combed back. His face has somewhat well defined except for his nose, which is slightly rounded. His cheeks are full but not puffy, and his jawbone is sharply defined. His eyes are slightly narrower than usual, but it’s somewhat difficult to notice. It does not appear that he has aged a day since he turned nineteen, and he still has a very youthful look about him. He prefers to wear the simplest and most comfortable clothes possible. He usually settles for a denim jacket, a long sleeved shirt, some jeans, and tennis shoes. He does keep a wardrobe which has most of the clothing one would find in a wardrobe, and as expected he wears different attire as appropriate. Personality: Gregory is what you would call a gentle giant, he tries to avoid trouble if possible and has never started a fight since he acquired his superhuman abilities because he fears hurting or killing another person. If he can, he will try to talk an aggressor out of fighting him. It is virtually impossible to truly anger him, although he does get annoyed somewhat easily. He has also worked to improve his willpower and self control. He is incredibly patient, never becoming annoyed at the prospect of waiting for something. Despite being constantly compared to comic book superheros, Gregory doesn’t want to go out and fight criminals. Calling him a “hero” will irritate him, and has lead to many arguments in the past. This doesn’t mean that he doesn’t care for others. If he sees someone in trouble, he will not hesitate to help, but as he’s quick to point out he never goes out and patrols the streets. He very quiet, and a good listener. Many people go to him for advice or if they want a sympathetic ear. Gregory is very good at calming people down, and could subdue even the most enraged person without lifting a finger. He walks and talks very slowly and deliberately in an attempt to conceal his unnatural power. He doesn't do this to try and deceive his opponents, but because he prefers to be viewed as normal. He has been alive for over two centuries, and has witnessed many of his friends' deaths. Knowing that he will outlive virtually everyone he becomes acquainted with has left him somewhat depressed and lonely. In an attempt to counter this he tries to be around people as much as possible, but he rarely lets someone get close to him emotionally. Biography: It was a warm summer night on the west coast of the United States. In the cities it was bright, noisy and the air was polluted with smog. In the suburbs however, it was tranquil. There was almost no noise, as everyone slumbered int their cosy homes. The streetlamps gave off a comforting, yet strangely eerie light. A beautiful crescent moon hung overhead in a clear cloudless night. A slight breeze flowed through and gently rustled the grass. Only the crickets with their soft chirping dared to break the silence, and a seventeen year old boy in a new convertible roaring down streets. He swerved once, and nearly hit a truck before coming to a stop in front of one of the houses. It was a two story house with brown shingles, white painting and a red door. In front of it was neatly trimmed lawn, although the summer was clearly taking its toll on the grass. There were little yellow patches scattered around the green field. Gregory pulled himself out of the car and stumbled his way towards the door. As he neared he noticed a briefcase with a piece of paper attached to it. With some effort he managed to bend over and pick up the note. As he read it his expression became more and more outraged and infuriated. His parents had kicked him out. “Is that the way you want it you bastards? Fine, I’m gone. See you both in hell!” he shouted at the house, kicked the door. He picked up the briefcase and trudged back to his car. He slumped back into the seat and mulled over the note. ...It's too much for us to handle... We don't know what to do with you anymore... You're always drunk... We gave you everything, even a new car, and you never showed any gratitude... We recommend joining the Army. You could use some discipline..." "I wasn't really that bad, was I?" Gregory thought to himself as he started up his convertible and began driving toward the city. "The Army," he said out loud to himself. -------------------- Gregory sat waiting for General Decker and the doctor to return. He stared at his palms and noticed that they were shaking and sweaty. He balled them into fists and looked up. The room was small with just a desk, a chair and a bed. There were posters on the wall some showing the organs of the human body, and other displaying various diseases. On the desk was a model of a human head, with one half removed to show the internal components of the mouth, nose, and brain. There was a calender that revealed the date to be August 16, 1962. “Why did I sign up for this? What are they gonna do to me?” he mumbled to himself, and then heard heavy footsteps approaching the door. A stocky man in a military uniform, an a thinner but taller man in a white coat strode into the room. “Okay Corporal Hiltman, we’re ready to begin,” said the General as the doctor reached forward to pull Gregory to his feet. Gregory pushed the doctor’s hand away and stood up. -------------------- "Are you sure this will work, Doc?" asked the General. "I'm sure of it, the process was quite simple," was the reply. Gregory Hiltman was asleep in the ICU ward, while General Decker and Doctor Rubinstein observed him through a window. "I don't understand it, you take genes from his bones, do some scientific gobbledygook to it, and we make a superman?" grumbled the General. "We merely enhanced the natural genetic properties of the bone. You see whenever the bone is damaged, it actually become more resistant to trauma as it heals. It becomes denser, and harder. His body will now become harder and denser every time it is traumatized. This will probably carry over to physical strength as well. Why, there's no telling how powerful he could become!" exclaimed the Doctor giddily. "Not too powerful for us to control, I hope," said the General gravely. -------------------- Gregory was at a military base, he had not been told where the base was, and on the journey they had gone so far as to blindfold him. Now he was in what appeared to be the bases proving grounds, a wide field that had multiple obstacles designed to test the suspension of tanks. There were also some tanks the Gregory guessed were from World War Two. They sat waiting for their younger counterparts to roll onto the field and use them for target practice. “Alright, bring in the M103,” came a voice over the loudspeaker. Gregory prepared himself as the tank rolled into view. As it lumbered across the field Gregory couldn't keep his eyes off of the 120 millimeter main gun that was now aimed right at him. Above the main gun was one of the tank crew who had manned the secondary machine gun. “First off we’re gonna test your endurance, fire the machine gun, private,” called the voice on the loudspeaker. The private was hesitant to open fire on Gregory. “It’s alright private, if our tests are correct it shouldn’t even faze him,” the private didn’t seem to reassured by this, but opened fire anyway. A spray of thirty calibur bullets splashed against Gregory’s body. The bullets stung a bit, but he was able to take an entire belt of ammunition without flinching, but he did notice that he had been pushed back about half a foot by the hail of bullets. “Very good, now lets see what he can really take, fire the main gun!” ordered the voice on the loudspeaker. The tank fired a round, the recoil knocking it back slightly. The round connected with Gregory’s abdomen, and exploded. The blast knocked him back well over ten yards, he cried out in shock and pain. He landed on his back, his ears ringing. He slowly stood up, shook his head put his hand on his stomach. The heat from the blast had left a painful burn, but that was the extent of the damage he had taken. “Okay Corporal I’m sure that at this point you’re pissed off at the guys in that tank, go ahead and show them what you can do,” said the man on the loudspeaker. Gregory wasn’t really all that angry with the tank crew, they were just doing their job, but he decided to follow orders. He ran at the tank and threw a few punches at the side armor. Every time his fists made contact with steel armor on the tank it left a dent. He kept pummeling the armor and eventually was able to rip through to the tank’s cockpit. “That’s enough now,” called the loudspeaker voice, still in a calm flat tone even after witnessing this supposedly impossible feat. Gregory wondered at his own power. He had just single-handedly defeated a tank, and he was barely winded. He could take on a whole army if he wanted to. It was then that Gregory realized that if he was used by the military, he would become an incredibly destructive force in the world. He decided that he didn’t want that, for himself, or for the rest of humanity. He knew that the Army wouldn’t just let him go, so he began plotting his escape. -------------------- Gregory sat again, this time in an airplane. He closed his eyes and leaned back against the rough white and blue fabric of the airline seat. He had snuck away from the base the first chance he got, had gone to the nearest city, and had bought himself a new pair of clothes, with the small amount of money had had kept on himself. His size had not made this easy, and the clothes he was wearing were two sizes too small for him, but it was the best he could do. He had then stolen a car and drove to a larger city with an airport, sold the car and used the money buy a plane ticket. "Stewardesses please prepare for take off," came the voice of the plane's captain over the intercom. "I made it, I'm home free," Gregory thought with a sigh of relief. The stewardesses began to squeeze their way through the narrow walkway between the seats, checking to make sure every passenger was comfortable. "Pillow, sir?" inquired one of the stewardesses. Gregory opened his eyes slightly. The stewardess was shorter than her coworkers, and skinnier as well. She appeared to be very young, probably in her late teens. She wore the same white and blue blouse tucked neatly into a thick but short white skirt that all of her fellow employees did. "No I'm fine," came his reply. The stewardess smiled before continuing her trek to the front of the plane. The plane began to roll down the runway and picked up speed. The front wheels of the aircraft lifted off the ground and the rest of the plane quickly followed suit. The plane eventually leveled and began its journey north, blasting air out of its huge engines and whipping by clouds. Inside the plane however, it was peaceful. Gregory soon drifted off to sleep, his dreams filled with hopes of a peaceful, quiet life. |

| B-Rock the Islamic Shock |
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| Re: Character List Name:Phos (pronounced Fose with a sssss sound not a zzzzz sound) Age:Twelve Race:Sheikah Sex:Male Hair:Black Eyes:Gray Weight:100 lbs Height: 5'2 feet Weapon: Cloudburner, this sword has a keen blade of a white color. The guard is formed like a hand with gold inlaid in the fingernails, curling protectively over the wielder's own. Its pommel bears a series of alexandrites. Armor: He has no armor as it would slow him down, he wears normal clothes with the sheikah emblem on them. Strengths:Phos is very fast. He can run up to speeds of 30 miles per hour. Though when he does, he easily gets exhausted. So rather he would just run up to 15 miles if he were to go long distance. If he He is also clever and smart when it comes to ideas. Phos can easily tell if people are afraid or not. He can easily control the person and make them go against their own will when they fear Phos. Weakness:He is easily distracted. Light is his worst weakness. A normal flashlight would annoy us, a normal flashlight would torture Phos. As he is fast and clever, somebody extremely buff like a goron could slaughter Phos. If anyone is happy rather than afraid or lying, Phos won't be able to turn them against their will. Rather, it could (If the other person knew) the other way around. You might think if Phos can easily be tortured by a flashlight, the sun would affect him too. But, Phos just makes himself weaker when out and about in the day, and the sun has no affect on him. Only in a room shielded from the sun or at night does he use is full power. Skills/Magic:Besides his sword, Phos has two types of curses. All involving shadow. I. Sacrifice of Visions, a shadow curse. His gray eyes turn a bright red and can stun you, if caught by this curse long enough (about 10 minutes) it can kill you. It is like listening to an extremely loud ringing or being caught in a redead's scream. The only way to escape this is by thinking of happy thoughts. II. Acid Rain, this curse can dissolve an opponent if used correctly. However, if used more than once in one day, it will kill the user. Even when used once it will tire the user so much that he automatically faints. If you are caught by Acid Rain, the only way to escape this is to send a beam of light in the direction of Phos. If light is unavailable, happiness and good thoughts. (Like the Expecto Patronum Spell In Harry Potter.) Personality: If you were to talk to Phos, you would automatically find him different from children his age. If his dad were a greek god it would be Hades. He's sort of goth, except happier. He's a hater and a good kid at the same time. He is also just a tiny bit timid. If you were to say anything, and anything at all involving the three goddesses (Farore, Din, and Nayru) he would lecture you on how they're the worst things to ever be. Biography: Centuries before OoT, he was one of the many sheikah that still lived. He was born and raised in Kakariko before the sheikah left and it became a normal town. at age five his parents were killed in a gerudo invasion. He got adopted by Hylian parents until age seven, where they abandoned him. The Hylian parents abandoned when he first learned he could do the Sacrifice of Vision. One day Phos was angry at his dad for not letting him go outside like the other children, (Phos's parents didn't want him to go play with the other children as he was "different") so Phos started yelling, and all of a sudden his eyes glowed red, and he did the Sacrifice of Vision on his dad. He wanted to hurt his father for not letting him play with the other children. "S-stop!" He uttered, Phos kept going. He started coughing up blood, he did this for eight minutes. Nearly dead, Phos's mother walked in the room. Phos got distracted easily and stopped torturing his father. His parents then left him. At the age of twelve, he was walking in the market. He recently stole some meat so he wanted to get some bread as well. The bakery had just cooked up some bread, he snuck some behind the baker's back. Phos got caught and the baker took him into a private room. "What's the matter with you, boy?" the baker asked, "I, I just wanted some bread." Phos replied. Unfortanetly for Phos, this baker was secretly a deity. He expected some young trouble-maker to linger around his famous bread. The baker surprisingly smiled, and said "You can have the bread. I understand." Obviously Phos could tell there was some kind of trick behind this as he was very intelligent. But he thought, It's a baker, what's the worst he can do? So he took the bread and had lunch. The bread had a jinx on it, when he ate it he would remain the age of which he was forever. He would never hit puberty and grow up. So, he is stuck at the age of twelve. He lives on to the day past Twilight Princess, as he is immortal as well. At first he found this great! He never had to grow up and lived forever. But eventually, Phos became tormented by this curse. Phos realized this and went straight to the baker a couple years after the curse. He saw the baker, putting bread by the window. He walked inside the kitchen, and right away pushed him against the wall. He took Cloudburner (His blade) to his neck, and threatened to kill him. "Take this curse away from me, I hate it!" Phos demanded. The baker said nothing, "Did you hear me? I said take it away!" He pressed Cloudburner harder against his neck. The baker was silent for a moment. "... Ha, ha ha ha!" The baker laughed. "What's so funny?" Phos asked, "Just take it away and you'll live to see another day!" "It's just so funny that you get distracted so easily!" Phos' eyes turned a brilliant red, the baker fell to the ground, coughing up blood after a few moments. The blood, was surprisingly golden. "What the?" Phos saw, "Don't you see boy? I live forever like you, the only difference, is that I am a god." Phos stood for a moment, thinking of what to do next. "A god or not, just take away the curse. Now." "Hmm... Alright. I'll do it." "Do what?" "Take away the curse, like you asked." The baker went to his cabinet, and opened a drawer. Inside Phos saw multiple things that confused him. The baker took out a small vial. "Drink this." The baker said, "O-okay." Phos reached out to grab the vial. He stopped and hesitated. Phos thought about the decision he was about to make, should I keep my youth? He asked himself. After a moment of decision, Phos thought it through as he was a good thinker. He took the vial, and took a large sip. "Hey, I actually feel good. Infact, I feel older already." He sat contently, and for the first time in his life he was happy. He was truly happy, and only had one thing to say. "Thankyou." Phos was about to leave, but he turned around and stopped. "Oh, what's your name?" "My, my name?" He asked, "My name, is Skoteinos." "Well, goodbye Skot, can I call you that?" Skoteinos nodded. "Goodbye Skot." "Goodbye, Phos." He said a tad evilly. Phos turned around yet again. He walked up to Skot, and asked him a simple question. "How do you know my name?" Skoteinos said nothing. After a second of silence, Phos passed out. And fell to the floor. He was paralyzed. "Well, Phos." Skot said, as Phos lay there, appearing frozen. "I have always wanted to get you, and now that I got you, I want to kill you. Son." And those were the last words he said, before Skoteinos knocked Phos out. ---- Phos awakened within a room, in an inn. He was in an inn, and didn't know how. He thought, and remembered yesterday. He got out of his room, and walked down to the front counter. "Can I help you?" The woman at the counter asked, "Yes, in fact, you can. How did I get here?" "Pardon?" she asked, bewildered. "Last night, how did I check in?" "Oh, I see. A man walked in carrying you. He said he was your father, his name began with an S. Let's see was it, Scotty, Skot, Skoteinos! That was it, Skoteinos." "Thankyou." Phos left, and went toward the bakery. He walked in the kitchen and saw no one there besides a man. "Hello." Phos said, "Hello." Said the man, "Do you want a fresh baked bread? Or possibly a pastry today? It's a perfect temperatue to bake in the sun." "No thank you. Is one by the name of Skoteinos here?" "What?" "Skoteinos." The man walked up to a counter and picked up a book. He flipped the pages, and responded, "I'm sorry, there is no one by the name of Skoteinos. In fact, he never even joined." Phos stood confused, he walked outside and thought. He realized that he was a god, and he must've tricked them. He must've erased their memory. Wait, did he say that he was his father? Was he, his dad? ---- The ironic thing is, that Phos is the greek word for light. And if you read this: light is Phos' main weakness.
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| Re: Character List ![]() Name: Saruu Age: Unknown Race: Evil Spirit Gender: Male Eyes: Glowing White Weight: Technically it’s weightless, but comparing to the way he move, jump and attack he would weigh around 6.28 lbs Size: It's length is 5,58 feet .It's tail is 19 in long. It is 3,93 feet high at the shoulder. Appearance: From afar he resembles a blurred black wolf, however when you approach him you can see that he is actually a dark void constantly moving in the shape of a large wolf. The lack of a definite boundary makes he looks like he is out of focus. A thin black smoke concentrates around him, and it doesn't fade, not even in the mid of a gale. Three small white circles glow on what seems to be his head. There is no smoke around of these "eyes". He can be touched and wounded. When cut, black blood splashes from the void that is his body. Strengths: Its only strength would be his creepy form that scares normal people; however experienced travelers seem to be not affected by its form, and when that is the case Saruu choose another one of its strengths, the ability of running like a coward. Two of its eyes used to be able to see the past and the future, however unknown even for Saruu this ability disappeared once he left a witch that summoned it. [check History] The only thing that can be considered strength would be its knowledge of dark things that hail from where, or around, the place he was originally born. Weaknesses: Saruu is a coward, it feed on little children, mostly babies, or weak women, it tries to evade fights, and when battle is inevitable it tries to flee, and when he can’t run away, it’ll cry for its life. But if it has the chance to kill you in your sleep it will. Saruu has little affection with light, not cause it hurts him, but because when it is in light places it becomes blind. Skills: Saruu knows every child song and can sing it perfectly attracting little children to where it is so it can devour them. Personality: Saruu is a coward, a betrayal and a liar. It will take any chance to kill you just to steal whatever you have of precious. Beings friends with it is knowing that someday you’ll get backstabbed when you least expect it to happen. When battle comes to challenge it and its companions, Saruu will try to hide, and if its side is victorious it will show up just to say that it helped too, but when its side is the loosing side Saruu will run as far as it can. It doesn’t have dignity or scruples, he is able to do anything, and will do to get what he wants, even if it means killing his companions or burning babies alive. History: Saruu was created with dark energy and the soul of a betrayal in a pos-apocalyptic realm. During its life there it made the already spoiled world gets even worse, until a hero appear and banish it from its realm. After that Saruu wandered the dark sea of space between realms until a witch summoned it to a small town around the city of Trenna, there it devoured countless children and in the end killed the prettiest girl of the land, which caused people to start hunting it, Saruu decided to kill the witch, steal all her belongings and flee from Trenna. During this time, it traveled around the world, and found some portals that took it to other worlds too. However when it killed the witch Saruu lost his ability of seeing the past and future, and now it travels around the realms searching for a way to regain its ability and once more go back to its dark life style. ![]() Trenna belongs to Navi007, or at least I believe it does, lol
__________________ ![]() Aiko Yoshida ~ Saruu ~ ![]() |

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| Re: Character List Name: Baltazar Kahara Age: 32 Sex: Male Race: Human Height: 5’10” Weight: 156 pounds Eyes: A little small and sharp, hazel brown Hair: Short and ruffled dark brown, also has a moustache and a small beard. Family: Oscar Travis Kahara (father, deceased) Juliet Obelia Kahara (mother) Alice Kahara (younger sister, killed by thugs) Gregory Kahara (younger brother) Christian Kahara (older brother) Homeplace: The city of Ravien in Torturia, in the world of Balladena. Weapon(s): Currently observed using a pair of guns. These guns resemble magnums, but are slightly modified to increase the firing rate of bullets. As a result, the guns are somewhat weaker than normal magnums. Armor: The only armor he wears is thin chainmail under his torso. Appearance: Baltazar is quite a lazy slob, and as such he is rarely if ever dressed properly. He wears a long, dirty, patched, brown leather coat, a thin white torso under it, and loose grey slacks held in place by a black leather belt. He also wears grimy brown boots and a wide-brimmed brown hat that he never takes off. He’s not a beauty, and may have a few bruises and scars over his face here and there. However, he is far from hideous. Due to his constant travelling, he has gotten a little sunburned in his face, as he rarely takes off his coat, even in boiling heat. Lastly, he carries a small backpack that he keeps with him at all times. In there, he has his supply of drinks and food as well as a map, a compass and bullets. Strengths: Being born into the Kahara family, Baltazar was from his childhood trained up into mastering the scythe as his weapon. He is capable of performing a great deal of swift damage to opponents with this weapon in hand. He is also quite the marksman, and can use any ranged weapon well as long as it has a trigger and a barrel. He is a quick thinker which makes him figure out his enemies’ strategies and movements very quickly, and he is also rather charismatic. Weaknesses: Baltazar is not very strong, nor is he any quick at all when it comes to agility and running. He is a complete novice to magic, making him rather limited even for a human. In short, he is vulnerable towards anything, and very weak against powerful magic. Skills: Due to him having little experience with magic at all, Baltazar is limited to his abilities with scythes and guns, as well as a few skills he has either inherited from his father or picked up during his travels: NOTE: Most of the skills require Baltazar to use his inner energy to empower them. Using energy will gradually weaken Baltazar, until he is too fatigued to continue. Baltazar has a moderately high energy level compared to regular humans, which allows him to use several techniques before he is drained, such as using several techniques in swift succession. With his energy level at max, he is also able to keep his Callus beast active for a whole half hour. Steel Dance – Baltazar makes his scythe swing on its own as he throws it at his opponent. It only lasts for a few seconds though, and as a result he only uses it as a sort of boomerang to pull his enemies to him or hit them from behind should they dodge it. He can also use this technique to bring the scythe to him. Glass Barrier – The only form of defense Baltazar has. He creates an invisible, somewhat sturdy barrier around himself that he can bring with him to protect himself while moving. However, it is easily overpowered by more powerful magic, and should it remain untouched it will still fade after a few minutes, having to be recharged by energy from the environment before it can be used again. The more energy around him - natural energy, meaning plants and growths - the faster Baltazar can use the spell again. Callus: Bear – Baltazar musters up an incredible amount of energy to summon a spirit bear, which will follow and aid him wherever he would go. The spirit bear is bigger and stronger than a normal bear, but as a result requires a lot of energy to be maintained in its solid form, and as such will eventually drain Baltazar of his power should he not dismiss it after a given amount of time, which is decided by how much energy Baltazar has left upon summoning it. The Callus can remain active from anywhere between five minutes to half an hour. The Callus is able to converse with Baltazar, and can sometimes prove useful in situations such as fishing or pushing a boulder out of the way. In addition to all this, Baltazar also has a great talent for playing on the guitar, though he does not carry one with him. Personality: Baltazar is lazy. If there is an easier route to solving a problem, he will take that option as long as it does not conflict with his moral standards. He hates washing and cleaning in that he means that he shouldn’t have to worry about what other people think about him and how he looks or smells. However, he is a light-hearted and kind person, and he can be a big softie when it comes to children. Even though his looks are quite messy and ruffled, he is very polite and kind to strangers, and is also a big optimist. He is, however, oddly distinct towards his family, and rarely speaks of them. He is abnormally unselfish and always puts other people before himself. He despises fighting, partly because he does not like being hurt at all. He also has a strong weakness towards alcohol (though he claims that he has never actually gotten drunk in his life). He does not follow any specific code of honor, but never attacks from behind and never turns to arrogance should he meet a weaker opponent. He tries to stay out of conflict as long as possible (maybe to avoid unnecessary bloodshed, maybe to avoid getting beaten up badly), but if pushed to a limit he will no longer be considerate and hesitating and will attack head–on. Biography: Baltazar Kahara was born into the noble family of Kahara, second-born of Oscar and Juliet Kahara. He was raised to be a proper and well educated boy, but seemed to always prefer fun and games before school and duty. His older brother, Christian, was exactly what Oscar wanted his second son to be. Always behaving himself, always staying clean and proper, studying hard to get good grades in school, and etcetera. Baltazar, however, always took every opportunity he had to get out of the Kahara Mansion and go see his friends, with whom he played and roamed the streets of Ravien in the evening. He received many lectures from his parents, being told over and over again what a shame he was to the Kahara family. When he turned 16, Baltazar finally packed his bag and set off on his own, not caring about his mother’s constant begging to make him stay. Receiving the family scythe from Christian, he picked up new tricks and techniques along the way as he went from town to town. During these travels, he participated in many small bands and groups, eventually learning how to shoot with a rifle from a friend who belonged to a criminal gang. Following this gang, Baltazar found the pillaging and stealing to be demeaning and shameless, and left after a mere week. When ten years had passed, Baltazar received word from his family. His sister had been robbed and killed by thugs while going to the groceries, and his father was in his sickbed, dying. Boarding the first ship he could to Ravien, Baltazar came home a few days before his father’s death. By his father’s wishes, Christian was to inherit the mansion and the fortune with it, and left with the task to look after his siblings and mother. Baltazar was given the family scythe officially, but decided to pass it on to his younger brother, Gregory. Spending half a year in his hometown, Baltazar once again set out to travel. He would roam the lands for several years to come. |

| Abyss Master |
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| παγετόάλογο Name: παγετόάλογο (Original Greek), pronounced Kryoshippos Age: Unkown Race: Spirit (in the form of a unicorn) Horse Breed: Andravida Gender: Female Hair (mane and tail): Blue flame that varies from 2-4 feet long Eyes: Opaque, light blue orbs that glow like flame Weight: 950lbs. Height: 5ft. (from front hoof to shoulder) Appearance: Kryoshippos shares all of the physical features of her breed, with a muscular chest and legs. The major difference, however, is that her entire body is completely transparent, having the appearance of blue tinted glass. She appears to have no organs at all, which she does not. She is composed entirely of crystalline ice, which is formed entirely out of her spiritual energy. Her mane and tail, unlike her rigid body, is a bright blue flame, which freezes everything it touches, unless Kryoshippos wills it not to. The glass-like hide of her body is also slightly frosted, and her very breath contains ice crystals. When exposed to sunlight, the light that passes through her body will be reflected off as rainbows. Her light blue eyes have no pupils, but are stunningly sharp, able to pierce though a person's very soul. Kryoshippos moves with silent grace, leaving footprints of frost on the ground. Her hooves, however, leave no indents even on the softest of ground. Her cold aura brings a distinct chill to her immediate surroundings, which she can control with her power over cold. She cannot speak any discernable human language through her mouth, but she can speak telepathically through her horn. When she uses her mouth, her voice is a resonating, high pitched sound, but when she speaks in a person's mind, she has a distinctly calm and feminine voice. Though she speaks many languages, all of them are accented with a Greek accent, which is almost Spanish in sound. Weapon: The only weapon Kryoshippos wields is the two and a half foot long horn on her head. It looks like a perfectly smooth and pointed icicle, entirely transparent with a light blue glow that matches her eyes. Like any typical unicorn, her horn is the source of her power, and it is the hardest part of her body. Its pointed end is as sharp as a normal rapier, the spiritual energy within it able to pierce through protective spells on any given piece of armor. Armor: None. Kryoshippos' skin, however, is extremely hard. Her skin has the strength of human steel, but powerful impacts can shatter her body. Strengths: (Cold): Kryoshippos has a nearly perfect immunity to cold. As it is part of her very being, she cannot be slowed or harmed by it, as even the sharpest icicles will only shatter when they hit her body. Though she appears to be made from ice, ice will not stick or bind with her being, making it impossible to encase her in ice. (Movement): As a horse, Kryoshippos can run up to speeds of 50 miles per hour. She can jump up to eight feet in height, and can leap distances up to 27 feet. As beast of magical nature, her stamina is much higher than a normal horse, allowing her to run at full speed for up to an hour. (Power): Weighing almost half a ton, Kryoshippos has serious weight to throw around. Her muscular body is strong enough to easily crush a man, her hard form making it that much easier. She can break even brick walls, but anything stronger than that is difficult for her to damage. (traction): Kryoshippos can run on ice as if it were plain ground. She doesn't lose traction on its slippery surface, and her body will slide on ice as if it were normal ground. Despite her weight, she will not break thin ice unless she is knocked against it. This ability is due to her connection with ice, which takes on different characteristics around her radiating spiritual energy. (magic resistance): Unicorn horns have long been the bane of magical spells. Their pure, concentrated energy is powerful enough to dispel the malicious magics of humans, and only in the cases of extremely powerful magic is Kryoshippos' horn ineffective. By touching her horn to corrupted spells (most human spells are considered corrupted by nature spirits, for it has been manipulated into a form that is not in its pure state), she can remove them, often using her own magic. This works by reversing the nature of the spell by purifying the magic back into its original form, which effectively nullifies the power it had in its corrupted state. This does not mean that she can nullify projectiles created by magic, but it does mean that she can undo traps, curses, and distortions of nature created by magic. Still, there are powers that even she has no control over, and a truly strong spell or curse cannot be broken with the touch of her horn. (Insight) As a creature of spiritual nature and a servant of the Greek Gods, Kryoshippos has a profound intsight into others. Her uncanny ability to look into the soul of a person only adds to the intensity of her eyes. Weaknesses: (Heat): As a being of cold and ice, heat can seriously damage Kryoshippos' body. Not only does it pain her more than scratches of any kind, but it can even deform her body until she takes the time and energy to reform it. (Extreme Force): Heavy impacts affect Kryoshippos in ways uncommon to living beings. Instead of breaking only a part of her body, entire limbs can be shattered. When this occurs, she must grow back a limb with her energy, which takes her complete concentration. Growing back a hind leg, for instance, would take a full three minutes of lying down, entirely focusing her power into growing it back. It is extoordinarily painful for her to break a body part in such a way, but the agony is short lived. After a few seconds, she will no longer be able to feel it. (Combat): Since Kryoshippos is armed only with her body, she cannot duel humans like a normal opponent. It is much more difficult for her to stab a target than a normal human who wields a sword. Her experience in combat is also limited, and she is unfamiliar with the battle tactics of humans. A good, direct stab to her chest could easily shatter her body. (Horn): If, by some unfortunate turn of events, Kryoshippos' horn is severed from her body, her form will shatter and her spirit will be released. This weakness could be considered to be an instant kill, for her horn is where most of her spirit lives. Once severed from her body, her body ceases to exist, shattering into a million bits of ice. The majority of her power will be released from the horn, though some of it will remain in the object until it fades into nothingness. Upon being released, her spirit will leave to the icy mountains of her home, where she will be born again in the form of a unicorn. (Movement): As a horse, Kryoshippos does not have great flexibility in battle. In closed spaces, she is particularly vulnerable, her horn being the only defense. Skills/Magic: *Numerical energy limit within five hours is 150 points* (Spontaneous Ice Formation): It is a very simple thing for Kryoshippos to freeze objects around her. If she stays in an area for at least three minutes, frost will start to form on nearby objects, and small amounts of water will freeze over. If she is standing in the midst of a mild rain, it freezes to snow even before it hits the ground, and more heavy rainfall will freeze into hail. Opponents who stay around for these three minutes will be forced to deal with the cold, though this alone cannot freeze them. Her cold aura, however, is limited to a radius of ten feet, and she must remain in the same area for the cold to condense. (Ice Formation): *Energy cost: 10 per minute Using her spiritual energy, Kryoshippos can form ice. She cannot move it without actually using her body, but she can form it in areas that she is not standing in. By concentrating her power in one particular area, a cold spot will be created, from which ice crystals start to rapidly grow. This growth is not fast enough to freeze a moving object in place, but it can create blocks of ice and walls within minutes. She can also do this in up to three different areas at a time in order to freeze multiple objects. When using this ability, her horn starts to glow with a gentle blue light. (Concentrated Ice Formation): *Energy cost 15 per attempt Using her frosty breath, Kryoshippos can direct a stream of freezing air at an object to freeze it in a matter of seconds. This will stop opponents in their tracks, immediately freezing them from the area of impact and encasing them in a thin layer of ice. This encasement can be broken with concentrated force from the target, but she can extend more power to make the encasement thicker. In order to be effectively frozen, the target must be within five feet of Kryoshippos' mouth. An indirect hit can spread over surfaces (within three feet) to reach the target, but it is a shallow encasement that covers whatever is on a nearby surface with 1/4 of an inch of ice. (Direct Ice Formation): *Energy cost of 5 per attempt By stabbing her horn into an object, Kryoshippos can instantly freeze it. This ability, however, has a small freezing radius of only one foot. She must extend more time and more power to freeze it further, and the denser the object is, the longer the freezing will take. When used on water, however, the extremely fast freezing radius extends to five feet. Objects in the water will not be frozen themselves, but are easily trapped in the ice. (Healing): *Energy cost 20 on self, 10 on living flesh As stated before, Kryoshippos can concentrate her energy in her body in order to reform it, smoothing over cuts and even reforming limbs. It takes time and concentration to do this, and this process can be interrupted if she cannot focus on healing herself. This ability can also be used on living creatures when she channels her energy into their fleshy bodies. By touching a creature's body with her horn and calling forth her power, she can heal wounds and diseases in a matter of seconds. She must use more energy for more severe wounds. When performing this magic, the target is likely to feel a soothing cold ease the pain of their inflamed wound. (Water Purification): *Energy cost 2, more depending on amount of water As is typical to most unicorns, Kryoshippos has the ability to purify water. Any toxins or harmful substances in the liquid will dissipate into nothing, and the substance gains healing power. Unicorn tainted water can heal injuries when poured on a wound, and even cure ailments within a person by drinking it. Hexes and curses are easily dispelled when the victim is immersed in the pure water, which has been known to cure even the powerful petrifying spell. Also, when she uses this magic, the liquid will become considerably colder. (Walking through Ice): *Energy Cost 5 As a creature made up of crystals herself, Kryoshippos has the ability to manipulate her body and the ice surrounding her in a way that allows her to pass through walls of ice. Because she must use magic to manipulate the ice, it is considered to be a spell-like ability, though this can be done without a great deal of concentration and can happen almost instantaneously. (Survival): As a spiritual being, Kryoshippos doesn't need food to live, or even air. Her power relies solely on the energy of the earth, which is often distorted or blocked by human colonization. For this reason, she avoids human settlements and powerful magicians, where her power is considerably weakened. (Immortality): Kryoshippos is a creature of immortality, whose spirit never dies. While her body can be crushed to smithereens, her spirit will remain on the earth, only to reform a new body in the mountains of her home. The only thing that will remain upon death is her horn, (which is stronger even than diamond), which will keep a portion of Kryoshippos' power for a time. After that energy is expired, it becomes nothing more than a very hard and shiny crystal. (Telepathy): Kryoshippos can, as afore mentioned, speak in a person's mind. Her ability to do this is limited by distance (depending on her familiarity with the subject), and she cannot penetrate a person's mind any further than to hear thoughts directed at her. Personality: Kryoshippos is most definitely a being of solitude. It is her general nature to shy away from human beings, who are best known as hunters to non humans. She is not accustomed to great emotion, and is herself a fairly apathetic being, who sees nature as an unstoppable force. She is not likely to feel pity for any manner of being, believing that interfering with the course of nature is a shameful manipulation of it. But Kryoshippos does have the mind to interfere with those who distort nature. She has a strong distaste for mages and wizards, who more often than not abuse their power over mana. While she does not see herself as a guardian of nature, she will attack those that willfully seek to gain power over it. As a spirit formed from the earth itself, Kryoshippos has gained great knowledge in observing the world she has spent her whole life in. She understands to a great extent the mysteries of magic and nature, though human behavior constantly confuses her. She views most of their actions as trivial and selfish, and it takes a great deal of time for her to gain respect for any individual. Kryoshippos also sees humans as a highly emotional species, for it takes a great deal more than any normal human to move her into feeling any kind of emotion. Because of this, she is a very calm, placid creature, who rarely feels the need for anxiousness or anger. Biography: The legend of the Crystal Unicorn is a vague one. Its origin traces back to ancient Greece, where the first humans became familiar with what they called Kryoshippos, meaning "Frost Horse." According to their tale, the mountains of the land were once very hot and barren. The heavens scorched the land with unforgiving heat, leaving only the salty ocean as a source of water. This made life impossible on the land, so the gods held a great council to see what could be done to rectify this situation. After much debate, it was finally decided that only a creature of ice could calm the heat of the land. Pegasus' mare sister, Kryoshippos, was summoned to the council of the gods and told of their predicament. She obeyed the order to leave Mount Olympus and descended upon the earth, taking the first clouds to grace the earth along with her. These clouds protected the earth from the heat of the sun and provided rain, while Kryoshippos' ice covered the tips of the highest mountains. When the clouds parted enough for the sun to melt her ice, water flowed from the mountains, and green came upon the earth. This made the land habitable for the people created by the gods, who grew in great numbers on the fertile land. It was not long, however, before mortals became curious of the icy power that lived on the mountains. Oracles had predicted that Kryoshippos would one day leave the mountains and wander the earth, spreading her icy powers as she went. Such prophesies brought great fear among the people, who believed that Kryoshippos' decent would freeze the land below. Because of this, a hunting party was arranged amongst the people, who traveled to the peak of the great mountain which Kryoshippos was said to live on. A great battle occurred between the ice spirit and the men, with many falling into frozen graves. One particularly strong hunter, however, managed to sever Kryoshippos' horn from her body, and she disappeared in a cloud of ice and snow. Only her horn remained, which the remaining hunters took down to the village as a trophy of their hunt. Despite the death of Kryoshippos, the ice remained on the mountain, and her existence no longer troubled the souls of men. However, unbeknownst to them, her spirit still remained on the mountaintop, and after four days, her icy body reformed in the shape of a colt with a horn. Years passed, and she grew into her into her adult form, but she no longer wished to remain on the mountain. She begged the gods to release her of her unwanted position as the keeper of ice, and as her duty to cool the land was fulfilled, they allowed her to leave the mountains. Since that time, the untamed Kryoshippos has been said to wander the world, her frozen hooves growing ice wherever they touch the earth...
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| Re: Character List Name: Scythius, formerly King Ptomely Age: 48 Race: Human Sex: Male Hair: White, a military style cut. Eyes: Blue Weight: 180lbs Unarmored, 275 lbs in armor Height: 6'2 Weapon: Scythius has three sets of weapons that he can change at will: Regald: Regald is the name of his Two-Handed Axe. The axe is made of black Onyx metal, and a hardwood shaft. Runes are carved on to the side, which read Taker. An enchantment on the axe allows it to be thrown and returned like a boomerang, but in return it can't be used to parry attacks. This axe is a slow, heavy hitting weapon, and is strong against ranged opponents due to its reach, but poor against melee attackers, due to its slow speed and inability to parry blows. Grimstalf: Grimstalf is Scythius's Two-Handed Sword. It's made of tempered steel, and the runes on the silver-inlaid handle read Receiver. The sword is made light-weight by an enchantment, making is good against melee attackers combined with it's ability to find holes in armor with an accurate stab. However, it is weak against ranged attackers due to its enchantment, which slows Scythius down to walking pace in return for making it very light. Durgrum and Audulf: Durgrum is the name of Scythius's One-Handed Sword. It is made of an Iron blade, with a copper hilt. It is one-edged, the other edge of the sword made of black steel, hardened down to form a shell along that side of the blade. This side of the blade is enchanted to never break, in return for weaker attacks. The runes on the edge read Giver. Durgrum is always used in combination with Audulf, Scythius's Shield. The shield is rounded, with a depiction of a castle inlaid in gold on the middle of the shield. The runes around the edges read Haven. It's enchantment allows it to negate spells that hit the center of the shield, but in return Scythius loses energy with each mitigated attack, according to the strength of the spell. Armor: The Whisper Armor is talked more about in the backstory, but the short answer is that it's a suit of black Onyx steel, complete with gauntlets, boots, leggings, chestplate, and a helm. It covers his entire body, from head to toe. Atriech, the spirit of Madness, dwells inside the armor, its soul split in to each component of the armor. Whoever wears it is both blessed and cursed. He's blessed with long life (250 year or so), slowed aging, and un-natural strength and resilience. However, the wearer constantly hears Atreich's whisperings, the constant chatter slowly driving him insane. He hears this even if the armor is off, which can guide him back to the set. If he overexerts himself, he may go in to the deep end for a short while, the whisperings taking their toll on him. Strengths: Scythius has a few strengths that allow him to push his way to victory in a few instances. His strongest trait is his versatility, and being able to match an opponent with his arsenal of weapons and attacks. He's also very strong when sane, able to lift 250 lbs of weight. His attacks are also very versatile, allowing him to adopt a defensive position during a powerful assault, or risk everything if he think he sees a weakness and blows his most powerful attacks. Weakness: The key weakness to Scythius is: price. Everything that Scythius has comes with a price, whether it's his weapons, his abilities or his armor. If he can do well in one area, he'll pay for it in another. If he uses too many attacks, he goes Insane (explained in Skills/Magic), which always ends up with him in a bad position. His rash nature is a key exploitable weakness, as he'll often rush in to battle without a plan of action. He also has lost the ability to have a conscious , and is unable to picture other people's emotions, even his teammates. He would quite easily betray another if it would mean he benefits somehow. Skills/Magic: Insanity: Insanity is the mechanic that keep Scythius's powerful abilities in check. Depending on the power of the attack, his Sanity goes down: It starts at ten, and goes down from there. A weak ability is 1, a moderate ability is 2, a strong ability is 3, a powerful ability is 5, and Tidal Attacks cost all 10. When an attack is used, it's follow by a number in brackets in red, eg: (6). This is the number of Sanity he has left. When it reaches zero, Scythius becomes insane for 60 seconds. The first five and last five seconds are spent with him crouching on the ground, completely open to attack. The rest of the time, Scythius attacks everyone, friend or foe, does significantly less damage and makes no attempt to dodge, block or parry attacks. This is the perfect time for an opponent to attack him. Weak Abilities (1 Sanity): Shield Bash (Audulf only): This attack slams the opponent with Audulf, doing a small amount of damage and knocking the victim back a few yards. Hamstring (Regald only): This attack hits the back of the opponents legs (the hamstring), doing moderate damage and slowing down the opponents speed for a short time. Accurate Stab (Grimstalf only): If the opponent has a hole, rip, or tear in his/her armor, this attack finds that breach in their defense and exploits it. It doesn't work if something is blocking the hole, eg. With a shield. Moderate Abilities (2 Sanity): Cover (Audulf Only): This ability transforms Scythius's shield, making it extremely lightweight and four times its normal size. However, Scythius cannot move or attack while this ability is in effect. Lasts until five attacks are made on the shield or thirty seconds have past. Burst of Speed (Regald Only): This ability empowers Scythius, allowing him to move three times his normal speed. Usually used as a distance closer, this lasts for only ten seconds. Sweeping Strike (Grimstalf only): This ability preforms a strike directed at the opponents legs, and attempts to knock the enemy to the ground. Strong Abilities (3 Sanity): Reflection (Audulf Only): Scythius crouches, and raises his shield. If a spell hits the center of the shield, it will be reflected back at the attacker. The enchantment on Audulf still applies, so the spell still drains his energy based on the power of it. Regald's Fury (Reglad only): Scythius uses the enchantment on Regald, throwing it at an opponent. After it hits or misses its target, it returns like a boomerang to Scythius. Impale (Grimstalf only): This attack is only usable on an opponent who is knocked down or has just been parried by Grimstalf. This is basically a more powerful version of Accurate Stab, finding a hole in his opponent armor (if one is present) and stabbing, but this time the opponent is stunned for a few seconds. Powerful Abilities (5 Sanity): Disarm (Durgrum and Audulf only): Scythius aims for his opponents weapon, smashing his/her arm with his shield while delivering a powerful upwards stroke with Durgrum. If it connects, the opponents weapon is knocked away. Although it is fairly easy for the opponent to go retrieve his/her weapon, this ability is mostly used to give Scythius a pause in the battle. Execute (Regald only): This ability is used on enemies who are casting a spell. First, Regald's hilt comes up to smack them in the head, interrupting the cast. Next, Regald's blade is cast down on them, delivering a powerful blow to their flank. Black Impale (Grimstalf only): Scythius picks up an opponent by the neck, and jumps up in to the air with them. He then throws them to the ground and performs Impale. Tidal Abilities (10 Sanity aka Instantly Insane): Bastion (Durgrum and Audulf only): A black shell about ten square meters wide and 12 feet tall surrounds Scythius. In this shell, no spells can be cast, and all movement is slowed down. For this reason, it is in an opponents best interest to not enter the area. Mostly used as a deterrent, Scythius can also temporary extend the walls of the shell by four meters, engulfing anyone who wanders too close. Lasts for two minutes. Again, this is usually used as a way to protect an ally or himself, not an offensive measure. Massacre (Regald only): Scythius roars, and his size is increased by two feet. His roar stuns anyone within 40 ft, forcing them to cover their ears. He then teleports to each victim within 40 ft, performing Execute on each. Ghost (Grimstalf only): Scythius's form dissipates, and is replaced by a ghostly version of himself. This version is immune to melee attacks, but weaker against spells. When Scythius transforms, a black ring 15 square feet wide surrounds him, and ghostly arms appear out of the circle. If anyone is in this circle, they will be grabbed by the arms, and held in place until Scythius attacks. The arms will disappear after the first attack has been made. The form disappears after Scythius performs three Ghost strikes. Ghost strikes are regular attacks, but they pass right through armor. Meditation: Scythius sits on the ground and mediates. This ability restores all of his Sanity, however any attack interrupts this, and he must meditate for five minutes. Almost always not used in combat, this is more of a plot device to explain why Scythius starts with full Sanity at the start of a fight. Appearance: Without armor on, Scythius has the appearance of a man who is past his prime. His hair is white, and his face is gaunt and drawn. His eyes are sunken in, and constantly shift around. However, appearances can be deceiving. While he looks too old to fight, the Whisper Armor gives him the abilities of a man in his 20s. His voice is eerie, always very deep and seems to echo even in an open area. He is very pale, and wears a rich robe when he doesn't have his armor on. With his armor on, he radiates power through his body language and the power of the suit, something some people can pick up. Personality: Before his exodus, he was a serious man. After running his kingdom for so many years, he learned to guard his heart closely. This, however, did not mean he didn't have emotion before the exodus: He just didn't allow it to show except to friends and family. Behind his public mask he was a jolly person, doing his best to entertain guests. He had a warm smile and an optimistic outlook on life. After his exodus, he lost his conscience. He couldn't connect with anyone on an emotional level, or sing or dance. He has lost most of the emotions a regular human has, instead replaced with only anger and cold logic. An aura of depression can be felt by some people as they get close to him when he has the Whisper armor on. Although a logical man, Scythius's anger takes over at times, especially in battle. If someone angers him he'll rush in to battle without a plan of action, which can usually land him in a lot of trouble. Biography: Price Ptomely was born to King Bearmoth and Queen Algarna. They lived in the country of Vares, a fairly small kingdom on the northeast area of the world. Ptomely was the eldest of two children, the other being Princess Railea. They received a top-notch education, as was befitting royalty, and were content with their lives until Ptomely was 24. Vares and the neighboring kingdom of Skalin have been at war for the last six years, the result of a border dispute. Vares had slowly been loosing ground, as their troops were unaccustomed to the marsh like environment the bulk of the forces were fighting in. Skalin was mostly marshland, however, and their troops knew how to take advantage of their terrain. One night, four assassins arrived in the capital of Vares, and approached the royal castle. Their missions were to kill each member of the royal family. Although most military matters were handled by a high general, Skalin hoped that this move would upset the already demoralized Vares soldiers. Two of the assassins murdered the guards at the foot of the castle, and hid the bodies. They then produced bows, and one fired a shot at the battlements. The arrow silently whistled through the air, a rope trailing behind it, and lodged itself in a barrel at the top. The other assassin followed suit, and they quickly scaled the walls. Meanwhile, on the other side of the castle, the third and forth assassin waved their hands around, as if feeling along an invisible wall. They suddenly found what they were looking for: a weak point in the ground surrounding the castle. The pointed their hands downwards and started to dig with magic, the dirt quickly coming away as a makeshift passage was formed. The two assassins on the battlements hid in the shadows, and ran as fast as they could towards the northwest guard tower. They kicked the door down to find three very surprised guards, who they dispatched with ease. Taking a set of keys from one of the guards, they climbed up the ladder to the top of the tower. They took out their arrows again and fired at the four guards standing on duty in the courtyard. The guards crumpled on to the ground like a deck of cards. They then lit a torch beacon, and quickly slid down the ladder, running out the door they had entered with. Upon sighting the beacon signal, the other two assassins crawled through their passageway, emerging in a wine cellar. They moved quickly to the door, and opened it to find the bodies of the arrow-ridden guards. They moved these bodies in to the cellar, and moved on. Crossing the courtyard, they split up. One entered the nearby door to the main living quarters, and one entered the nearby gate to the guard tower. The one in the main door was soon joined by the two assassins who lit the torch beacon, and they ran up the main stairs, killing the few guards they met on the way. One entered the bedroom at the first floor, and murdered Railea as she slept. The other two reached the top of the staircase, and assassinated the King and Queen. Silently, they left the castle, jumping out of the windows on to the ground below. The remaining assassin entered the training room, where Skalin spies claimed Ptomely trained at this time of night. They were correct, as Ptomely hacked at the wooden dummy with a one handed sword. The assassin crept up behind Ptomely, and drew his blade. Just as he was about to strike, Ptomely turned around and accidentally slashed his would-be assailant while trying to perform a spinning attack. The assailant was decapitated, his head rolling on the floor. Ptomely panicked and started to flee the scene, only to be stopped by the captain of the guards, Gren. “Sir, you need to stay near me!” Despite himself, Ptomely forgot what had just happened and frowned. Gren was never as frightened as he appeared now. “What happened, Gren?” Ptomely asked, his voice still a little shaky. “Bodies of some of our guards have been found in the wine cellar. We thin--” Gren was cut of by the sound of the alarm bells tolling, as several guards and servant rushed out of their living quarters, a great swell of panic filling the air. The next day, Ptomely learned what had happened, and the intent of his would-be assassin. A funeral was held for the victims of that night, and Ptomely's coronation began. Ptomely ruled Vares for twenty four more years, during which time the war between Vares and Skalin raged on. Now that Vares had been pushed back in to open fields, a stalemate had occurred: The troops of Vares had superior numbers, which kept Skalin at bay. However, if Vares entered the marsh when Skalin retreated, they would be easily picked off. Eventually, one of Ptomely's top scholars uncovered something that might win the war: a superweapon. This suit of armor, known as the Whisper armor, was thought to have been lost on the southern regions of Vares. According to the historic text, the great King Dakoth defeated and imprisoned the spirit of Madness, Atreich, in a suit of armor. Darkoth placed an enchantment on this suit of armor and weapons, allowing whoever wielded them the power of Atreich, but the spirit could gain control over the wearer during times of weakness. The crown of Vares was the key to unlocking the shrine that these pieces were held in. Due to the presence of Atreich, no previous king had dared to open the shrine. However, these were dark times, and sacrifices had to be made. Ptomely saddled up and rode out on his warhorse, along with a few guards. They arrived at the shrine a month later, and Ptomely approached the doors. He placed the crown on the ground in front of the doors, and backed off. Suddenly, the doors opened, and an unseen force grabbed Ptomely and the crown, hurtling them in to the shrine as the doors closed behind them. The shrine was unusually plain, the only furniture being an alter upon which the Whisper armor was resting, along with a two-handed axe, a two-handed sword, and a one-handed sword and shield. Cautiously, the King approached the alter, and picked up the boots. He put them on, and felt nothing. Frowning, he did the same with the rest of the armor. As he put on the helmet, and clamped down the visor, he suddenly heard a whisper. He couldn't hear what it said, but it kept whispering in his ear. Then another. And another. Soon, a crescendo of whispers were assailing him. Ptomely tried to take off the helmet, but found that it changed nothing, the whispers as loud as ever. He screamed, and blacked out. He woke up a short time later, and found that the whispers had died down to a very quiet muttering. Ptomely donned the helmet again, and clamped the visor shut. He looked around, and spotted the weapons on the alter. He picked up the axe, and suddenly is vanished in to thin air, along with the rest of the weapons. Suddenly, he heard a voice in his head. This one, however, was distinguishable: “Greetings, blood of my blood. I am King Dakoth, defeater of Atreich. I left this message to the brave soul who needs this armor. By accepting this responsibility, you must know that you are now both blessed and cursed. Atreich's power is yours, allowing you to be stronger and live longer then you ever though possible. However, Atreich will continue to bombard you mind with her twisted magic. If you utilize her power too much, then she will be able to take over your mind for a short while, driving you insane. I recommend you meditate as much as you can, clearing your mind of the foul influence of Atreich. In addition, you should wield the weapons on the alter, as they have been enchanted to aid you. The axe is named Regald, the greatsword is Grimstalf, the blade is Durgrum, and the shield is called Audulf. By saying their names, they will appear in your grasp as long as you wear the Whisper armor. I do not know your intentions, noble King or Queen, but know this: You will forever be tested by Atreich. All I can give you is advice and my blessing. Good luck, wearer of the Whisper armor.” The voice faded, and Ptomely sat down and began to meditate as instructed. After a while, the faint whispers faded altogether. He reflected on the voice of Dakoth, and decided to put this to the test. “Regald!” Suddenly, a heavy weight was applied to his hands, and he glanced down to see Regald sitting in his grasp. The king raised an eyebrow, and tried again. “Durgrum and Audulf!” The axe dissipated in to mist, only for the mist to reform and solidify in to Durgrum and Audulf. Ptomely dropped them, and before they hit the floor they turned back in to mist. The king strode out of the shrine, to find that his guards had deserted him. Muttering curses, Ptomely mounted his horse and galloped back to his castle. A finally returned home a month later. As he approached the gates of the capital, he noticed something wasn't right. The castle seemed to be on fire. Ptomely galloped through the deserted streets to see Gren stride towards him, along with twenty armed guards. “Gren! What happened here?” Gren gave Ptomely a smile, and turned to his guards. “Under orders of King Gren, you are to fire upon this cursed being.” Ptomely looked up, realization dawning upon him. While he was away, Gren had led a rebellion on the castle, taking it over and positioning himself as King. Ptomely drew Durgrum and Audulf, but it was too late. A hail of arrows struck him, and he lay bleeding on the floor. Gren approached him, and said in a triumphant tone: “This filth, who called himself King Ptomely, has failed us in our times of need, and for that, I banish him from our great country forever! As is the custom, he is renamed Scythius, the name of the spirit of shame, and is forced to flee our lands. You, dog, have a two week headstart before I send out a hunting party. Move, Scythius”. As much as Ptomely, now known as Scythius, wanted to strike down Gren where he stood, he was not a dishonorable wretch, and needed to follow tradition. He limped off to the stables, and saddled his warhorse, before galloping away. For months he ran, allowing his wounds to heal. He trained with Atreich's powers constantly, with only revenge on his mind. Sometimes he overdid it and went insane, blacking out before waking up surrounded by dead animals. He never approached civilization until well out of the borders of Vares. As his exodus from his homeland continued, he found that the pressure on his mind from the constant training and going insane was taking its toll on him. His heart hardened, as he slowly lost several emotions over time as Atreich's influence spread through his mind. After almost a year of intense training, the only emotion to survive is Anger, and it now thrives, giving Scythius an unstable temper. A shadow of what he once was, Scythius travels around the world, living like a nomad. In a few years time, tradition will allow him to return to Vares, and finally have the revenge he desires. |

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