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Title: Ultimate Magic and Sword RPG : Character Sign Up
Description: Kolox presents


Kolox - March 30, 2008 05:01 PM (GMT)
CHARACTER PROFILES THREAD

SilentBuddhist - April 2, 2008 12:45 AM (GMT)
Name:
Valeria Fontana

Gender:
Female

Class:
Mage (Necromant)

Race:
Human

Alignment:
Chaotic Neutral

Height:
184cm (6’0”)

Weight:
64kg (140 lbs)

Dominant Hand:
Ambidextrous(originally right-handed but after a certain incident she learned to make use of her Left hand, and has good control with both of them)

Likes:
Anything artistic, a fair amount of wealth, her exceptional control of her minions, whale meat, high-quality fur, privacy

Dislikes:
Bitter food, temperatures that are too hot or cold, standing out too much, public authorities, arrogant or stuck up people, fish

Personality:
Generally relaxed, quiet and calm, and also reclusive. She would rather observe a fight than jump right in, and is a bit of a perfectionist when it comes to her magic. But then again, one day she may save a person’s life, and the next, steal their belongings for herself.

Appearance:
user posted image

Special Skills:

Undead Army – The fruits of Valeria’s Necromancy have led her to have the ability to summon a miniature army of deceased soldiers, normally ranging from 8-12 undead minions that fall under her command, or a handful of more powerful, “general” warriors with more power and speed, but greatly fewer in numbers, only around 2 or 3. This is generally good when she wants protection from physical attacks, and having the minions make their own attacks (organized by Valeria). For the time being the “normal” minions possess moderately low combat skills, with their one advantage being sheer numbers, and the “general” minions possessing moderately high combat skills but very few numbers. In addition using this spell multiple times without much of a gap in between the summons is incredibly draining for Valeria, normally sapping away her energy and sacrificing a bit of her blood to make the spell successful. In the worst case scenario, such as losing a lot of blood before summoning, or using the spell too often, it may kill her.

Some images of the normal and general minions...

Normal Minions:
http://i199.photobucket.com/albums/aa284/Z...nkvsStalfos.jpg
http://i220.photobucket.com/albums/dd142/S.../undead_fat.jpg
http://i241.photobucket.com/albums/ff142/a...ny/untitled.jpg

Generals:

Luca
http://i235.photobucket.com/albums/ee280/V...hantomganon.jpg (Without the horse)

He is Valeria’s strongest General under her command. He wields a lance with a long reach of 2.5 meters with more durability than an iron weapon. However, his summon alone consumes a large amount of Valeria’s energy and blood, and even when she is in perfect condition during the summon, she becomes drained afterwards. Luca has a normally sadistic personality, always happy to be told to attack the enemy and to do as he will (to which he normally responds by making the enemy suffer by killing them slowly), but he also has an undying case of arachnophobia. Simply the sight of a spider, centipede or scorpion is enough to make him shriek in terror. Luca seems to enjoy fighting the undead, especially skeletons, and often beheads them and uses their heads as a projectile weapon against other enemies. He still hasn’t said how he died.

Dmitri
http://i204.photobucket.com/albums/bb99/Ro...reux/undead.jpg

This general is older than Valeria’s other minions, being a longtime war veteran until the ripe old age of 50, where he was killed in combat by taking in a volley of arrows to the chest and neck while engaging the enemy. He is a good several hundred years old, and thus is wiser than most of Valeria’s other minions. His overall experience makes him one of Valeria’s more frequently used Generals, and as a result he is the easiest of the Generals to control. Luca possesses a falchion with weight and durability, as well as a less frequently used battle axe. He hates water above all else because it not only rusts his armor (which severely annoys him even though he’s dead); he lacks the ability to swim. He is often paired with Ivan, and has more strength than Ivan, but lacks his speed.

Ivan
http://i49.photobucket.com/albums/f267/Cri...ke/014e626f.jpg

A deceased elven General whose age isn’t as old as Dmitri’s, but close. He was captured by enemy forces and imprisoned for many long weeks without food or water, and despite lasting for so long, he finally died by malnutrition. In his inventory is a chain whip and a bow and a quiver of arrows, as well as a dagger, thus his inventory is slightly larger than Dmitri’s, but lacks power. The aftereffects of his death have led him to be hungry on a frequent basis, and when summoned and told to attack he will often try and bite off the neck or head of the enemy while attacking them with the dagger or whip, or take out an arrow and frequently stab them. He hates moths and flies because they frequently try to eat away at his skin and clothes or (in the case of the flies) use him as a place to lay their offspring. He hates horseflies even more because they always bite his skin before laying eggs and zipping out of sight. He possesses more speed than Dmitri but lacks his sheer power and experience. They can often be seen butting heads after a battle, criticizing each other on their performances.

Dark Sphere – Fires a black orb that has been cursed with an incantation, visible inside the orb. In a couple seconds it creates a small explosion that can do a small amount of damage or a fair amount, depending on if the person targeted was within its small blast radius (approx. 3 meters). It can damage Valeria’s undead minions and herself if she’s not careful.

Dimensione Decomposta (Italian for Rotted Dimension)– Valeria is capable of draining the world around her, as well as her own opponents. This in return sends what she has sapped back to her, converting it to energy and blood to continue a fight. It is however a very unstable magic and one that is almost impossible to maintain, and the incantation for the spell is very long. As a result, even with Valeria’s best efforts the spell hardly lasts for more than 5 seconds, and only converts ½ of what she has drained to her own energy and blood. It is far too dangerous for her to use it in a one-on-one fight, hence she often uses this ability after a fight or if she is escaping a battle. If her minions are caught in the spell it does nothing to them. In addition this spell only has a 6-meter radius.

Magia Nera (Italian for Black Magic) – This magic is strictly for the use of healing Valeria’s undead minions. It sends the energy of a target, which can be virtually any living thing including Valeria herself, and transfers it to one of the undead minions. It does not however, work on anything but something alive, and does not re-energize more than one minion at a time. Valeria tends to use this magic for the “general” minions rather than the lesser ones. The spell only works if Valeria physically touches the enemy, or is within a 1 meter range.

Cane Dalla Protezione (Italian for Guard Dog) – As the name implies, rather than summoning a humanoid minion Valeria will instead summon a “guard dog” for protection. It is significantly weaker than even the normal minions, its only advantage over the regular minions being speed. It’s no easier for Valeria to command than the normal minions, but like her signature Necromancy, overusing this spell is dangerous. She normally summons only 2-3 dogs at a time.

Appearance of Guard Dogs:
http://i217.photobucket.com/albums/cc91/jj...l/untitled2.jpg

Sap Bolts – Regular bolts from a crossbow that have been enchanted by Valeria to drain away the energy of an opponent. Unlike her other spells, the one casted on the bolts do not send the energy to the user—instead it all goes to waste. The bolts also have no effect on the undead, vampires or dark elves.

History:
Valeria spent her childhood to early adulthood within a village in one of the arctic regions of the world, and grew up having to survive against the cold. While many people within such a village were able to tolerate the cold like second nature, Valeria was not born with such traits, and could never go outside in even one of the village’s heaviest coats without risking frostbite on her face or hands. Her way of adjusting was to very rarely go outside, and while it kept her out of contact from the people around her, at least she could stay mildly warm. However she never learned anything about moral values, aside from what her parents taught her, which was very little, leading her not to question if her actions were right or wrong, even today. Her nose was potentially the most frequent victim of the merciless cold, and she would often cover her nose with her hand, despite that soon enough the hand would become intolerably cold as well. The cold would kill the flames that were set outdoors, thus fires would have to be created indoors. This gave Valeria more reason to stay inside rather than go out, even when the seasons technically changed, as save for when the season was technically “summer”, when animals such as whales or bears would come to the region to breed or feed, it was still cold enough to have one’s hands freeze over.

Among the foods provided in the village, Valeria’s favorite was whale meat. On the occasions she did receive it Valeria could continually eat it for a fair amount of time. It probably had to do with keeping warm, as none of the animals hunted provided any warmth, except for bear fur. Valeria disliked fish though because even in the cold it had to be eaten fast before it went bad, which could range from a day and a half to only a few hours. In addition when fish was prepared it was never properly cooked, even when Valeria would try to cook once she became a teenager. It often tasted burnt or bitter, and never once did it taste good to Valeria. But in the arctic, an abundant consumption of food is needed to survive and keep warm…this ultimately led Valeria to hate anything that even slightly tastes bitter. It was a shame for her that fish was the most frequently caught food, and a good amount of it was saved during the “winter” season(though technically it always was winter). Valeria soon enough came to hate “winter” as well, for it was that time of year when fish was most frequently eaten. Even today Valeria despises fish meat and prefers to eat whale meat.

On a certain day in winter when she was in her mid-teens, the cold finally struck Valeria, and she had a terrible case of frostbite covering the right side of her face, which began to turn gray and become covered with blisters. Traumatized at the very sight of her face in the mirror, Valeria instinctively came close to the blazing fire in the house, and was only a couple feet away from it. She even snatched away rocks and lumps of coal from the fire and placed them in water to immediately heat the water, and when it was finally heated she would scoop a small amount in her hands and splash it in her face. This sudden change of temperature however, proved to be fatal for Valeria’s skin, and soon enough not only did she catch a small fever, the frostbite destroyed the right side of Valeria’s face before thawing and disappearing, leaving that region of her face mildly deformed. The fever left her weak and her temperatures almost dropped to a hypothermia level soon afterwards, and despite a rough week of having a bout of alternating between fevers and hypothermia, Valeria soon enough recovered. However, there was no return for her face. Out of shame she asked for a mask from one of the village elders, and split the mask in half so it covered the right side of her face, hiding the deformation underneath. The mask never truly fit however, until a few years later.

When she finally reached her late teens to early 20’s, Valeria decided to leave the arctic region for good, concluding that since she was finally considered to be an adult who could fend for herself, she no longer needed to stay in the village. Since she was never really close to any of the villagers in the arctic region, she decided to leave without saying goodbye to anyone save for her parents, and soon afterward left the village so she could finally not have to put up with the cold to survive. Travelling south, Valeria wandered the continent on horseback for several days, with just barely a proper abundance of food and water, and for the first time in her life felt air that was not heated by a man-made fire, but rather the sun above, and saw he lush green grass that covered the landscape. The skies were hardly ever gray, and instead a light shade of blue, and could freely wander the continent without wearing a coat. Soon enough she came across a small town, with numerous people that were from all around the continent. As a result numerous wares were put on display, each with designs that were foreign to Valeria. She would have taken one of the objects, a mask, for herself if she were not suddenly grabbed from the streets (figuratively), and constantly egged by a group of cult fanatics to study the art of Necromancy. Valeria reluctantly agreed to this after being told she would be well taken care of and would have a place to sleep in eat in return for her cooperation, and she studied the magic for several weeks. She was often being taught how to bring dead animals (which belonged to the neighbors as pets) back to life as animated corpses. Valeria started off working with animals as small as Chihuahuas, and with a small amount of guidance in channeling magic Valeria never realized she had, soon moved up to reviving something as large as a horse.

She managed to stay with the horse for a few weeks, before asking if there was anything larger. Those who managed the cult informed her that the horse was the largest and most advanced of the Necromancers’ works to revive, and Valeria, soon enough frustrated at their incompetence, left the cult and continued to travel. She soon came across the same mask with the same foreign design, and while no one was looking, and as a result of her own lack of moral values that did not tell her stealing was wrong, Valeria took the mask for herself, which also represented the mask Valeria wore. Running off into the privacy of an alley, Valeria hid the object in a random barrel that was left abandoned in the alley, which seemed to be never touched by the public. Heading back and continuing her “shopping”, Valeria came across a tome that also possessed odd designs, and soon discovered it to be a book that focused more deeply on Necromancy than the cult fanatics. As a matter of fact it almost seemed as if the whole shelf, even from where she stole her new mask, was dedicated to Necromancy. Not knowing any better Valeria stole the tome as well, but this time she was caught by authorities, and when they rushed towards her to capture her and send her to prison she instinctively ran off back into the alley, grabbing her new mask and finding some decent cover which kept her hidden from the authorities. Hearing that her actions could be punishable by hanging or the guillotine, Valeria had been struck with a severe distaste towards people who abided by law, seeing them as those who oppress others who are merely trying to survive the cruel world.

Replacing her mask and hiding away the tome in her robe, Valeria left the town and began to travel the world. Her travels had led her to numerous things that helped indulge her in Necromancy…a century-old battlefield with the corpses of thousands of soldiers, a dank prison in the forest with the souls of the dead haunting its corridors, the bodies chained to the walls and starved and depraved until their deaths, a region of the continent rotted and corrupted with black and ashen earth, bones and decaying corpses decorating the landscape…and several trips to abandoned castles with the corpses of castle raiders scattered here and there. All of which were excellent places for her to recruit and revive the dead, adding them to her collection of minions. The minions though, as Valeria soon discovered, were much more difficult to summon than what the cult fanatics taught her. While it was indeed possible for her to bring them back from the grave to do her bidding, Valeria quickly realized that summoning such minions were sapping away at her life, more specifically her energy and blood. While they do often prove to be useful minions, Valeria would always warn herself that if she were not careful with how and when they were summoned, they could be the very reason she gets killed…

Aside from this Valeria travels the continent freely and does as she pleases, and despite learning how to make use of money, she will steal something if she sees an opportunity, preferring to save money for restaurants and inns. She still hates authorities for their lawfulness and way of dealing with “criminals”, and never quite learned how to properly cook fish. Things with a fair amount of artistic design still appeal to her, and when she sees a restaurant that serves whale meat it doesn’t bother her to go out of her way to eat it. She dislikes fights but seeing as how she’s come close to being robbed during her travels on a frequent basis, she never ceases to be fond of her “undead army”.

Misc:
While not a fighter by nature, Valeria has built a crossbow to defend herself when she lacks what she needs to summon the indeed, or if she is incapable of summoning in general. It’s simply a regular crossbow, but it’s the first weapon Valeria grew accustomed to, so she has not thrown her expertise with it away. Though she gladly throws away her current crossbow for the sake of grabbing a new one, if it's better…

Appearance of Crossbow:
user posted image

Appearance of the tome:
user posted image

user posted image

Rabbit - April 2, 2008 01:16 AM (GMT)
Name: Cyris Voassyr

Gender: Male

Race: Zombie (Elf)

Class: Berserker

Alignment: Chaotic Evil

Likes: Brains

Dislikes: An Absence of Brains

Appearance:
user posted image
(No armour, since Kolox has said so, and no zombie slave although both things make this model look cool.)

History: The Elf once known as Cyris Voassyr distinguished himself from others of his shard at an early age, displaying an unusual inclination towards the art of war rather than the disciplines of poetry, dancing, gardening and other such nonsense that elves typically take to. Even amongst the warrior caste he was different; instead of the longbow and stealthy fighting style preferred by his kin he embraced the maelstrom of close-quarter combat with ecstatic abandon. Though his intellect allowed him to comprehend the necessity of tactics in a battle he proved incapable of following orders and plunged into the heart of every melee like the tip of a terrible, barbed spear. After battle he would shake thick gobbets of meat out of his hair and gauntlets, having hacked apart every enemy in a brutal frenzy of killing. Unable to contain his bloodlust through military discipline and regimen, he abandoned his shard and sought the comradeship of other like-minded warriors of varying races. The group they formed had no formal hierarchy or charter, yet carved its way through some of the bloodiest conflicts in recent memory.

He should have died on a battlefield somewhere during those dark times, alone and forgotten, but fate had other plans for Cyris. He was able to survive and grow stronger as all others died around him. He may even have cut down some of his allies in the frenzied heart of combat though he could not remember much about those times. Something within his still-elven mind stirred, a philosophical musing on the nature of death. Driven to understand this notion, he threw himself even deeper into the art of combat, often wading into the thickest fighting to perform acts of almost suicidal bravery in hopes that it would grant him some sort of insight into something he dealt out so casually. When that did not help, he turned to alchemy and other forbidden arts in order to attain some sort of twisted mastery over death. Though he continued to fight with insane frenzy, he would often capture a few enemy soldiers who had been lucky enough to survive his rampages and drag them off to a fate best not contemplated as he continued to experiment with plundered lore and potions. Unfortunately, what his warped mind failed to comprehend was that his reach had exceeded his grasp – the path of magic took years of dedicated study that Cyris had simply not invested. Only the Necromants held power over the mysteries of life and death.

What he did not realise was that one such Necromant was manipulating his every step, drawing him closer and closer to the correct path for his own inscrutable designs. Whether it was for some kind of malicious amusement or a higher path of evil, the wizard began to leave clues and scraps of forbidden lore that lead Cyris to create a concoction of pure, undiluted undeath. Labouring for months over the reagants and bartering for scrolls that carried the necessary arcane power for a non-mage to enchant the potion, he finally tested the mixture on the only subject he had available at the time – himself. His body was wracked by mutation as dark power coursed through his blood and he was slowly mutated into an undead thing. A single scream escaped his mouth, that was never meant to be heard by any sane living thing.

Now Cyris exists as a zombie-like creature caught between life and death, driven by some memory of his former bloodlust and a vague, yet monstrous hunger that he can never truly explain, but seems to be tied to living brains. Somehow, they fill the emptiness in the core of his being.

Artifact: Omen – a peculiar, broad-bladed sword with a two-handed grip, it appears to have more in common with a butcher's cleaver than any sword forged by mortal hands. No one knows how Cyris came to acquire this weapon but it certainly seems to suit his murderous and hateful nature. It is laced with enchantments that bind it to the void from which Necromants draw their power, giving it the ability to rob anything it touches of its heat, regardless of whether the warmth is natural or magical. Anyone that survives a blow from Omen is struck by a numbing chill that makes it difficult to mount any sort of successful counterattack. All they can do is run.

Skill: Brain Hunger – Ever since his transformation into a zombie, Cyris has been afflicted with an unspeakable hunger for living brains. Any creature will do, so long as it is sentient. Though a zombie does not need to eat, the craving will strike one and fill it with the desire to kill. At least once every three days, Cyris must consume the brain of a living, sentient creature in order to stave off the effects of blood frenzy, otherwise he must use his considerable willpower to resist it. Should he succumb to the hunger, he will automatically move as fast as he can towards the nearest sentient NPC and attempt to eat its brain. Cyris cannot be controlled by the player during this time; he/she must roleplay the action of attacking the closest victim and eating his/her brain.

Personality: Cyris was driven completely and utterly insane by the potion that he imbibed, often speaking in riddles and contradictory phrases in a raspy, decayed voice. When not on some sort of errand or assignment (or eating brains for that matter) he tends to ramble to himself about seemingly irrelevant things but often they carry disturbing truths for those who care to unravel them. He holds no resentment towards the living or the curse that has been inflicted upon him; quite the contrary, he has come to believe that his state of undeath is but another step on the path to true enlightenment. With the perspective and clarity into the realm of death brought about by his zombification, Cyris can become a valuable ally or a tireless hunter with the strength of a daemon and the patience of the grave.

Misc:

Finish personality, although that one will be most likely short, other than that..
user posted image

Elcura - April 2, 2008 04:25 AM (GMT)
Name:
Brea Celest

Gender:
Female

Class:
Paladin

Race:
Vampire (Human)

Alignment:
Chaotic Neutral

Likes:
Twilight, the time when the day is beautiful but not deadly. Religion, as a means to find strength in dire situations. Blood, never holding back because of hunger. Fighting, cleansing the world of filth. The colour purple, especially in twilight. Comrades and friends, who make the world worth fighting for.

Dislikes:
Cowards and people who only think about themselves. Tomato juice (for obvious reasons). Being pranked (with said tomato juice). Live stock, for being such a poor substitute for humans.

Personality:
Tolerant and understanding of other people. She goes to decent lengths to compromise and make other people satisfied. She works hard to keep her friends close, often faking an emotion or laugh to feel comfortable. Despite this she isn't afraid to speak up if something isn't to her liking and when it comes to fighting she can be incredibly bossy and stubborn. Usually does what she wants, and seldom listens to the rules cast on her.

Appearance:
user posted image
(without the goofy face lol)

Special Skills:
Brea learned her skills from the church. Her skills are activated by saying the skill’s name, this differs from most other Paladin’s in that they can use their skills without chanting the spells name beforehand, but Brea finds it hard to channel her magic without doing so.

Extreme Light: Southern Cross
Brea places her hand on the ground and a large, extravagantly patterned cross appears below her. The range is a 10m radius around her, which lessens depending on fatigue. Undead, Ghosts, Demons and generally Unholy beings caught in this effect are damaged. Their physical bodies aren't affected greatly, they feel some pain but compared to the spiritual damage it causes, the physical pales in comparison. The soul is assaulted by 10 blasts of holy waves, each with the sole purpose of purifying the soul and exorcising it from the body. During this time Brea can be attacked or hit and still suffers damage from it, but rarely does an attack interrupt the spell.

This spell is exhausting to use, it can be cast nearly instantaneously but requires a good amount of time to recover (at least 5minutes). Another downside is that Brea is also affected by this spell, her soul burns and she uses her will power in order to keep her spirit and body intact. Brea has gained resistance to this spell, so she can resist the effects to a greater degree than her targets. But that still doesn't stop it from harming her.

Extreme Color: Glorious Twilight Star
Spiritual magic made with the intention of protecting allies. Brea creates a spiritual link and barrier around herself and her comrades, allow her to take on the pain and suffering that they would normally experience. Brea can create a spiritual link with up to 5 comrades, which is symbolized by a bluish, purple light which radiates from their chest. When a comrade is hit under these effects a shield of similar colour flashes around them and the energy is filtered by the shield to Brea, who is hit with a wave of energy.

Brea doesn't stagger when hit by the wave of energy, but often grimaces at the pain. After so long, she can endure the pain to the point where it doesn't affect her overall combat potential.

Critical: Heart Breaker
Focusing magic into her sword Brea strikes the enemy, causing damage. The range of this attack is deceptive, extending 1 meter away from the tip of her sword. It doesn't do very much damage but it pierces through the physical and assaults the spirit. Can be used instantly but needs at least 5 minutes to reset the flow of magic.

Spirit Sign: Fantasy Seal
Focusing divine magic onto her armour, Brea can further reinforce her armour taking less damage for a limited time. The effect lasts for 4 minutes, after which at least 10 minutes are needed to use this skill again.

Blood Lust
Brea has to replenish her body by drinking blood. It is unknown why drinking human blood is more effective than animal blood, but animal blood only serves to curb her hunger. She needs human blood to survive, but can go weeks on just animal blood until finding a suitable human. If Brea doesn't drink after 3 days she becomes physically weaker day by day. After 2 weeks of not drinking blood, Brea dies. If Brea doesn't consume animal blood or human blood, she will become blood crazed after 5 days.

History:
Brea has always been with the church. She grew up in a relatively small village and the lack of parental figures meant that she was an orphan. Orphans in the village were always sent to the church where they were cared for, taught and made to work and worship God. Brea was a problematic child, often getting into fights with the other children of the church, her often violent disposition and disdain towards sunlight had the village worried. In truth, Brea often got into fights with the children because they would bully her or other weaker kids, Brea couldn't help but get involved and shove the physical and emotional pain of others onto herself.

There was a panic in the village for a short time, villagers would wake up feeling incredibly tired and drained with strange bite marks on their necks or sometimes, even their ankles. The cause of this was never discovered, but eventually the villagers came to accept it. Since the only ill-effect was fatigue and the occurrence was random and sparse they didn't feel necessary to investigate or take further precautionary methods.

But despite this, Brea was a devout believer in God and when not fighting with other children was an exemplary child. She studied hard and trained harder, becoming an Acolyte at a young age. A priest from the nearby town came to visit the village church and took great interesting in Brea. A few years later, and with a mild amount of contact Brea eventually moved to the town church, leaving behind her village and friends.

The church in this town was a lot different than her home village. The kids there were fierce and often troublesome to talk too and interact with. Brea came to understand that the majority of the kids there suffered a great deal before coming to the church. These kids were not fit for society, so they got carted off to the church. Even so, Brea continued to study, train and fight like she always did. She gained quite the reputation at the church and soon enough the troublesome kids fell in line and behaved more appropriately.

Sooner or later, reports of similar incidents were filled with the church. People would wake up with strange bite marks on their bodies, feeling tired and drained. This wasn't just for people in town, the church dwellers were also subject to such curiosities. But, unlike the village this town decided to take a more permanent course of action against the person causing such unrest. Brea was tasked to patrol a certain area with a few comrades. They rested for a short time outside of an Inn and in that short time, Brea fell asleep. She would later be awoken with her mouth around a woman's neck with her comrades yanking her arms back.

The truth was that Brea was the one that caused such unrest. In her sleep she would walk around when hungry and bite whoever she came across, sucking a moderate amount of blood from their bodies, often proportionate to the person. The church was shocked at first, and they opted to kill Brea and purify her soul. But try as they might, Brea resisted their attempts of purification through magic and didn't let them get close enough to physically kill her with stake and hammer.

Brea was a vampire, but also trained heavily in the holy arts. Knowledgeable and strong in spirit, the church decided, after great deliberation that Brea would be spared. Their rationale was that someone like Brea would be better off working for them, rather than against them. That and killing her would prove troublesome.

The years passed and Brea further perfected her techniques and still at a young age was certified as a Paladin, given a new coat of arms and insignia to bear proudly.

Equipment:
Head – Heimdall’s Coronet
user posted image
A special coronet that increases Brea’s resistance to Holy magic. It offers good physical protection but the area it covers is small, so therefore it isn’t as reliable as a helmet or armet.

Body – Paladin’s Breastplate
A very sturdy breastplate made to protect the whole body from assaults while maintaining maximum mobility. The cross on her chest symbolizes her faith and gives a little spiritual protection.

Legs and Feet – Paladin’s Breeches and Leggings
These leggings protect the feet while giving maximum mobility; they also cover the knees with a guard which are engraved with the church’s symbol. The leggings underneath are purely for aesthetics.

Hands – Paladin’s Gauntlets
Sturdy platemail covers the forearm and fingers on these gauntlets. The individual fingers allow for small, delicate movements.

Sword – Light Bringer
user posted image
This longsword was crafted and presented to Brea by a bishop. It represents the bond between her and a person she can’t remember nor cares about. Despite that, it’s a durable, double edged blade. The best property about this sword lies in the name. Every strike with this sword creates a magical spark of light energy that adds to the initial physical strike. Meaning this sword is capable of physical and magical attacks. The light effect is proportionate to the damage dealt, dealing an additional 5% damage.

Shield – Defender
user posted image
Using an unknown general’s shield as a base, special sheets of metal were used to reinforce this shield. Finally, it was inlaid with golden patterns that symbolize the power of life, creating an extravagant piece of work. The shield is wide, durable and light, covering a good area of Brea’s body while not weighing her down to the point where she can’t lift the shield when tired. The shield offers obvious physical defence but also can protect against a degree of magic.

user posted image

Kaiserkreuz - April 2, 2008 12:49 PM (GMT)
Name:
Arithan Venatha

Gender:
Male

Race:
Drow

Racial Bonuses:
Has higher dexterity, intelligence and charisma than humans but has low constitution compared against the later.
Immunity to magic sleep effects
Resistant to Enchantments
Darkvision
Spell resistance
Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Has better eyesight and hearing compared to humans. A drow who merely passes within 5 feet of a secret or concealed door is entitled to notice it as if she were actively looking for it.

Class:
Arcane Sniper

Alignment:
Neutral Good

Height:
5' 11"

Weight:
120 lbs.

Likes:
Playing friendly pranks and jokes on others, Music and dancing, Beautiful women specailly elves but humans will do sometimes and Forests.

Dislikes:
Orcs, Thing that are not natural, Being annoyed, Rude and Indecisive people, and Those who dare harm elves and elven forests.

Appearance:
High elven complexion and features, Purple colored eyes which glow red in the dark, Long light blond hair, Possess innate beauty and easy gracefulness, viewed as both wondrous and haughty by other, Age: 120 (Human age: 20).

user posted image With standard issue medium armor and make the hair longer almost at waist level.

Standard issue bow:
user posted image

Miscs:
Daylight Adaptation: You have grown accustomed to living in the surface world, such that bright light no longer blinds or dazzles you. (Since born and raised on the surface.)

Special Skills:

Enhance Arrow: Every nonmagical arrow an arcane sniper nocks and lets fly becomes magical and behave as if they were keen weapons in addition to any other properties they may possess. However, a sniper’s magic arrows only function for them.

True Marksmanship: An arcane sniper can increase the range of their projectile weapons by adding 100 feet to their normal range. Concealment reduction, their miss chance against opponents with concealment drops by 30%. Thus, she has miss chance of 10% rather than 40% against an opponent with one-half concealment but this ability never reduces her miss chance against any opponent below 0%. This also improves their chances of hitting their opponents vital part causing critical or deadly wounds.

Hail of Arrows: An arcane sniper can fire an arrow at each and every target within range, to a maximum of ten targets. However this skill drains a lot of stamina and arrows.

Seeker Arrow: An arcane sniper can launch an arrow at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment.

Phase Arrow: An arcane sniper can launch an arrow at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor
Note: Can enchant total 4 of those without taking rest (either seeker or phase). To make another 4 will need to retrieve mana by taking rest or other unconventional way.

Arrow of Death: An arcane sniper can create an arrow of death that forces the target, if damaged by the arrow’s attack to be slain immediately. The arrow only functions for the arcane sniper who created it. The arrow of death lasts no longer than one year, and the sniper can only have one such arrow in existence at a time.

History:
The elven empire of Klangar located in the northeastern part of the continent of (please give name so that I can put it here) almost comprising 1/8th of the area filled with lust green forest ranging to the south and west, snowy mountains to the north and a lush blue sea to the east. Klangar's population is almost comprise of 80% elves(24% High elves, 22% Sun elves, 22% Wood elves, 20% Wild elves and 12% good renegade drows who wish to live back in the surface among their surface cousins) and 20% of the other demi-humans races, they are only to remain in the cities outpost near the borderlands of the empire since elves distrusts other races and there are no orcs who shall ever get near or set foot inside elven lands they shall be shot down otherwise.

The cities outpost in the borders acts also as a guard and trading post, Wynsmyr and Praemium in the northern region. Ivellois and Saesti in the western region. Silverwood and Carthella in the south. Klangar's main capital is Lylion which is located in the center and almost near the sea so that it has a good communication with their cousin the sea or aquatic elves which build their cities under the sea. Klangar is rule by an emperor which is help by a council of elders of the main sub-races of the elves.(I won't further explain the other in land cities.)

Arithan Venatha son of the patriarch of house Venatha named Arelan and Vierna of house Melarn one of the good renegaded drow houses living in Klangar seeking for shelter and protection from the drows living in the underdark. Although the coupling is just for political that his father also has other wives from the main sub-races just for the same reason since House Venatha is a ruling house in the city of Aravel and a member of the council.

Before birth a high level spell is cast to the unborn Arithan so that his features would be like that of the high elves since although dark elves live in Klangar peacefully but some still look at them with contempt and prying eyes so this was done so that he would be free from such discrimination. This also would help him roam in elven lands safely without being in danger of getting killed by friendly surface elves.

At a young age elves are trained in the arts of swords, bow and magic in a form of play at first but when they get older they are trained in the arts in full. When Arithan chose to follow the path of a Arcane Snipers a class of elven rangers which specializes in the use of the bow and arrows enhanced and imbued by magic since he prefer the use of bows. The training was harsh but he endured and finished it with all he got.

After finally being able to be a Arcane Sniper he returned back to house Venatha. He ask his father's permission for him to see and explore the world since young elves are enthusiastic and never stop to learn and see things which his father approved of so he said goodbye to his parents and went off his way. On his way in the woods of the green or wood elves he met a Ent named Yaroslav. The ancients one has many interesting stories and knowledge to tell the younger one on their journey which pick up his interest although sometimes it is redundant and slow he just listened in respect to the older and far experienced one.

(I will edit history part if needed to be, Sorry if I made an elven empire without your consent cause can't use Evermeet here.)

user posted image

Reinard-fox - April 2, 2008 02:22 PM (GMT)
Name:
Yaroslav

Gender
Both, but too old for that already... sigh....

Race:
Ent

Class:
Old geezer

Alignment:
True Neutral

Hight:
12 meters

Likes:
Mountains, distant travels, far-away lands, old stories, children of ents, zombies.

Dislikes:
Speed, fast speech, arrogant youth, new information in general, Professor Alzheimer.

Personality:
He looks like a very old tree, and his personality is just about the same. For an unknown reasons (when asked he simply says that he forgot why) he loves humans and cares very much about them. But because of his age and Alzheimer's disease he keeps of mixing up alive and dead humans, and usually prefers dead ones to their normal versions, supposedly because they do not talk as much and as fast - he can't absorb too much info simultaneously so he hates when people talk with a great speed. His memory is like the hugest encyclopedia, but it can hardly be of any use - he usually has a hard time remembering even names of his parents. Because he knows so much he hates getting new info, even if it is very useful. Besides, he can't remember it all anyways... He is very intelligent, even wise at least when his mind is in clear state. Which rarely happens. Cases are when he confused his enemies with his friends, past with present and even future. His thinking process is pretty fast for his age, but he can't concentrate very well, so he often ends up thinking about random things instead of taking care of urgent business. It's hard to angry him, but once you've succeeded you'll have twice as hard time making him calm down. World is yet to see a person how managed to do it.

Appearance:
user posted image

Skills:
Grandchildren scatter: The body is old, worms have eaten it to the core in some places... Its not that hard to fall in pieces in such an age. But because of life force and schizophrenia (read multiple personalities in one mind) he can still keep those parts under control, even if its hard to coordinate their movements sometimes. He can live in this state up to five hours, then he has to gather his body back, or else minds will rebel and he won't be able to turn them back.
Note: hight of every of them is that of a normal human. 5 clones are being created.

Lethargic sleep: Since he is old, he really likes to sleep. Sometimes his nap takes a year, sometimes 10 years... He can also pretend to be a normal tree and spy like that. The problem is that if it lasts for too long he falls asleep for real...

Windmill: Those humans are piece of shit. Good thing that he has hard time remembering all of it, or else his hatred towards little creatures would be enormous. Especially those squirrels... But humans are even more annoying, hos long has it been since they tried to burn him for the last time? To fight with that and not follow the path of many his comrades, he crated this technique, that allows him to put down any fire - he rotates his body as fast as possible, so that leaves create a wind fast enough to out the fire down. Although he would usually fall after performing this, windmill is really useful at times.

Wormrain: Having an old body has its disadvantages - a lot of things are out for your flesh, insects and worms being the most greedy and annoying. But this is to be used as an advantage too - when a lot of enemies are against, he gathers a lot his lodgers and spits them out of his mouth with great force, creating a cloud/wave of stinky, annoying, stinging creatures. And don't forget how his insides smell comes out too... This is used to confuse and stop the enemy, action can be taken while those are trying to deal with disgust and surprise.

Auxin explosion: The monstrous amounts of auxin are synthesized within several seconds and the spread along the whole body, making it grow up to 17 meters in hight. Unfortunately, after 2 hours the effects are repressed and body size returns to usual.

History:
A bit later.

Bluedragon77 - April 2, 2008 09:20 PM (GMT)
Name
Pyre

Gender
Male

Race
Human/Orc

Class
Berserker

Alignment
Neutral/Evil

Height
7ft./2.13m

Weight
300lbs/136kg

Dominant Arm
Right

Likes
Darkness, being alone

Dislikes
Large groups of people.

Personality
Pyre is a loner. He will usually ignore everyone and move aimlessly towards an unknown goal. If bothered he will immediately attempt to kill whoever disturbed him. He is rather docile and tends to do nothing if no one bothers him. He becomes extremely violent if anyone were to attempt to come close to him. He considers the length of his sword his personal bubble; as long as people stay out of it he will ignore them. If anyone were to move into his personal bubble he will attempt to kill them. Though he is quite, he is not incapable of speech. If he does speak usually it is short and only a couple of words are said. He is not likely to speak at length with anyone.

Appearance
user posted image

Skills
‘Blood Drunk’ - When Pyre is angry he will go into a berserk like state and kill all within the general facility. Regardless of who they are Pyre will aim to kill them in a bloody massacre. He will not stop until he is satisfied with the amount of blood spilled or he has killed everyone within the general vicinity.
Passive Skills
‘Superior Strength’ - Pyre is incredibly strong. His strength is purely destructive. He uses his incredible strength to heft his large sword and helmet.

‘No Heart’ - Pyre has a strange ability to ignore all forms of pain. Having had his heart metaphorically ‘torn’ out, Pyre is unable to feel pain physically as a reflection of his unable to ‘feel’ pain on an emotional/mental level.

Armory
Triangle Steel Helmet – A large helmet shaped into a large triangle which brings pain about to the user. This was an old torture device used a long time ago. Pyre wears this helmet to signify to the general public that he cannot feel pain, and nothing they do will ever change that fact. It also has some magical properties which makes him immune to magic. The reason for this is because mages were also taken into account for this torture device so spells and incantations were performed which makes the user unable to be ‘helped’ by magic. In this case it ‘protects’ Pyre from magic attacks.

Large Sword – Pyre’s most prized possession is his large sword. This sword is incredibly heavy and so far only Pyre is able to wield the large blade single handedly. Pyre is never seen without his sword. Just like his helmet it is always seen with him, regardless of what he is doing. The sword is also enchanted that it will never break. Though it is Pyre’s most prized possession he doesn’t seem to care what state his sword is in. Heavily encrusted with blood and other unknown fluids which have long since ‘fused’ with the sword, it is old and rusted in some areas but in Pyre’s hand it is highly destructive and it’s cutting power is only matched by Pyre’s strength. The blade is somewhat blunt and the cutting force comes from the combination of the incredible weight and Pyre’s massive strength.

Apron – The apron which Pyre wears is in fact made from human skin from his victims. With every killing spree Pyre goes on he uses the skin of his victims to repair his apron and with the thick layer it has become a sort of leather armor. It can block most weapons as the thickness and its flexibility makes it a very durable material. There is also magic etched into the apron. From his first victim, a mage, it has a special property which makes it just as tough as steel and able to last a long time but this is only a small part of his apron. It is the part which covers the ‘essentials’. That part of the apron is immune to all kind of damages and cannot be destroyed.

History
Pyre is the offspring of a human mage and a Blood Orc. How this came to be is unknown. Since Pyre is a loner and no one seems to dare speak with him, nothing is known about him except how to avoid him.

MISC.
Children Often refer Pyre as the 'Boogeyman' as he rarely appears near large settlements since he abhors large crowds of people.

Exar Kun - April 2, 2008 09:26 PM (GMT)
Name:
Talaryel Astenaire

Gender:
?

Class:
Mage (Illusionist)

Race:
Half-elf

Height:
1,72-1,78 m

Weight
?

Alignement:
True Neutral

Likes:
Magic, Silence, The (dead) Nature (mountains, desert etc.), The old Races, Fire, patient people

Dislikes:
Noise, Honour, unnecessary Battles, Cities, Forests, The (living) Nature, impatience

Personality:
Staying calm and quiet most of the time, it is very difficult to say anything about that person’s character. It appears to be rather patient and considerate, whilst at the same time uninterested in whatever happens around it.
Seemingly unaffected by time it wanders through the land desperately searching its destiny.


Appearance:

user posted image


Spells:

Juggernaut:

The illusionist’s most powerful spell and hence also the most devastating one in his repertoire. This infinite space that actually borders another dimension is summoned by long mystical charm that apparently makes no sense apart from allowing the mage to concentrate huge amounts of energy necessary to perform this ultimate spell in one point. Releasing all the focussed energy at once an incredibly strong and compressed maelstrom of magical is unleashed and after just a glimpse of an eye collapses, creating a nearly endless, empty void consisting of nothing, but pure magical energy. Within this actually nonexistent void the law of nature are completely invalid, there is indeed nothing but ravaging energy only waiting to be canalized. Inside this void the illusionist has an unlimited source of power at his hands, allowing him to create any illusionary spell (for example a fireball or in the case of lunatic mirages real copies of himself) he wants to and actually let it become reality.

Such a vast consumption of energy surely has also it flaws and drawbacks, although within the void the illusionist is even able to control the perception of time, his own body is quickly drained of all his energy and if adhered for more than a few moments, the void will absorb the illusionist’s mind to supply itself with enough power. Once it has done so it will devour itself desperately trying to provide enough energy for its further existence.

In addition the spell itself is recommended to be cast only under perfect conditions and circumstances, meaning that the illusionist should be in perfect shape and well prepared. Furthermore the chant needed to cast the spell is comparatively long enabling the enemy to close in on the mage and disturb his concentration and if all of that wouldn’t be bad enough the void will not dissipate until it has absorbed either the caster’s or any other’s soul trapped inside of it.

Lesser:

Alp’s Cry:
While distracting the opponent the illusionist carefully intrudes in the targeted person’s mind, consequently revealing one’s worst fears. He then tries to create an impression of the frightening idea, trapping the target within its own nightmares. As illusions are his only profession it is needless to say, that these mirages and fiends seem very real and genuine often even challenging the original in terms of details and precision. Combined with a constant shrill ringing in the ears and the altered perception of time the effects caused on the mind can be enormous, often leaving nothing but a trembling, broken empty shell.

Like most other illusionary spells, also this one can easily be broken by merely realising that it is not real, which, however, becomes significantly more difficult the longer the illusion lasts and the weaker one’s resistance is.

The Scourge:

A simple, yet effective spell, which is usually cast to prepare the use of Alp’s Cry. It is an illusionary spell that creates the sensation of being hurt to such a real degree that the brain sends endless streams of pain flowing through one’s body and thus weakens the minds defences and protections. Depending on how much energy the illusionist releases, the pain inflicted can range from a slight headache to sheer agony, which can also lead to unconsciousness if the victim does not manage to break the spell.

Unlike several other spells, this one can be cast really fast without the usage of any chant or complex phrases. The spell will only be successful if the opponent is surprised by the sudden pain, hence being unable to perform any counter-spell or to see through the deception.
Creatures, which don’t have a sense for pain or have an extremely strong mental resistance, won’t be affected by Scourge at all.

The Void:

Is nothing but a mind-trap that sets up the illusion of being surrounded by a totally vacant, forsaken desert, which the illusionist can form as he pleases. It is not nearly as powerful as “Juggernaut” due to the fact that all of the changes within the Void’s environment actually remain illusions (just as the void itself). It is comparable to a mental prison, with bars that aren’t really there, yet seem so real that the entrapped person might start to believe they are until he is ultimately caught in the illusion and can no longer escape.
The most crucial difference between other illusionary spells is the fact that this one can't be solely broken by just noticing the delusion, but by the sensation of pain or successfully moving one's body outside of the void and thus force the mind to deny the existence of the void and to acknowledge reality.

Mind Bomb:

The only offensive illusionary spell to have a visible appearance and hence also can be physically avoided. A small, fist-sized, glowing ball, consisting of several minor illusionary spells, is slung at the enemy with full power. Although the spell itself is rather easy to cast as it only contains a number of various impressions intended to overflow the enemy’s mind, it needs a short to be cast effectively.
A direct hit of “Mind Bomb” results in a rapid sequence of Illusion flashing through one’s mind causing extreme confusion and most likely would cause the enemy to lose orientation, besides the enemy might additionally be thrown to the ground is dealt by an impact comparable to a heavy punch.

Lunar Embracement
“Lunar Embracement” is a spell that makes the caster invisible to the ordinary, human eye. It is one of the few spells within the illusionist’s repertoire that does not actually affect another person’s mind, but instead the caster himself. Talaryel used this spell to create an enchanted cloak, which simply absorbs all light around it. Later on this enchantment proved to be a mistake, because rather than making the user invisible it merely turned him into a blurred, black scheme that was very unlikely to be overseen. At night, however, the cloak is without doubt useful as the nocturnal surroundings are drained from their colours until only black and various shades of grey remain, which, again, is a preferable environment to totally exploit the spell to a maximum degree.


History:

Yet to be known.

user posted image

Nyskrte - April 2, 2008 11:51 PM (GMT)
Name:
Cerlora Thislewhey

Gender:
Female

Class:
Priestess of the God of Luck and Sex

Race:
Human

Alignment:
Chaotic Good

Height:
176cm (5’8”)

Weight:
76kg (167 lbs)

Dominant Hand:
Right

Likes:
Chocolate, Sex, Gamblers, Skirts, Impulsive behavior.

Dislikes:
Virgins, Frigidness, Unhygienic individuals.

Personality:
Suffers from chronic Nymphomania.

Appearance:
user posted image

Weapon:

Poleaxe of Exposure
Preferring to keep the blood of her enemies as far away as is possible but not resort to ranged weaponry, Celora decided long ago to wield polearms into battle. Given to her by Cassandra, a fellow sister of her religion, her current weapon is imbued with a curious enchantment. The easier way to explain it is, if it were to strike a naked unarmed individual, it wouldn't even cut their surface skin. However, if the blow were aimed at a dread knight armed to the hilt and wearing the strongest plate armor forged by the blacksmiths of Strowgard, it would slice through it and potentially land a killing blow.

Special Skills:

Active/Passive Ultimate - Climactic Resurrection
Once a day, Cerlora or a originally living creature of her choosing within three meters can be instantly brought back from the dead to full health. This comes however with an adverse side effect, the resurrected person will be under weaker effects produced from La Petite Mort, Restoration of Vigor, Gust of Wind and Chance! all at the same time. This lasts for precisely eight minutes and can be either a blessing or curse to the resurrected. If Celora has died twice and a day has not pasted between each death, it is likely her soul will not have enough power to force its way back and thus disperse to the heavens. Also, if Celora targets an undead entity with this power, the target undead is engulfed in a holy flame for exactly four minutes. Unless dispelled or extinguished with dirty water, minor undead beings will not see through those minutes without being incinerated entirely.

Active Ability - La Petite Mort
When she became a fully fledged Priestess, Cerlora was taught this sacred magic spell which should be wield as carefully as a blade, as it is dangerous to use without easily getting carried away and using it on everyone. On physical contact with another humanoid mammal with a functioning nervous system, she can literally force the target to suffer multiple spontaneous orgasms and keep them coming as long as she maintains a hold. As you can imagine, it is very effective at incapacitating opponents or convincing her companions to heed her words.

Active Ability - Restoration of Vigor
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Active Ability - Gust of Wind
As a trainee, this was the first spell she learned to cast through faith in her god. Back then it was enough to lift a skirt or blow curtains aside to get a good look, now she can amplified it enough to hurl people and objects of equal weight off the floor if they don't get down low or secure themselves. Those wearing flimsy clothing, beware.

Active Ability - Chance!
With a prayer to her God, Celora can noticeably increase the probability that she can successfully perform tasks outside her station than others attempting to do so, such as disarming a complex trap, deciphering unknown languages, etc. Also, if there is something of interest in her vicinity she is likely to find it, for better or for worse. Of course, there is the possibility of getting into a situation through luck alone only to find it has run out when it was needed the most.

Passive Ability - Rulebender
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History:
(placeholder)

Misc:
(placeholder)

kenjmg - April 3, 2008 06:11 AM (GMT)
.:Name:.
Tien Darcana

.:Gender:.
Male

.:Race:.
Human

.:Class:.
Mage(Elementalist)

.:Height:.
168 cm

.:Weight:.
63 kg

.:Alignment:.
Neutral Lawful

.: Likes :.
Money, Increasing his power, Money, Proving how great he is, Money, Eliminating his enemies and last and not least Money!!

.: Dislikes :.
Anything he considers an enemy no matter the race and anything that gets in his way of his objectives. Those who rip him off. Those who seem to think they are better then him. Not being the best and losing.

.:Personality:.
Tien is main driving forces are his greed and his desire to show off his amazing magical abilities. Feeling that he has something to prove due to being ousted as heir to suceed in his family. Despite his normal cool and calm face he puts before people he Thinks of other as just a means to an end and will use them anyway he can. Care not for other unless they are of use too him or happens to be worth something to him like employers. He will work do any job for a price and goes on treasure hunt to increase his fame and wealth. But lives by the rules since law is necessary to live by.

.:Appearance:.
user posted image

.:Special Skill:.

Fireball: A basic spell that generates a ball of heat. This spell is normally used to cause air to burst into a ball of flames that pack a fair bit of destructive force hence its name Fireball.

Ice Orb: A basic spell that can absorbs a great amount of heat of all it comes in contact with. Can cause moisture in the air to freeze creating Ice hence its name Ice Orb.

Forceful Attraction: A simple spell that grants magnetic properties to the target of this spell. Need direct contact with the target in order for this spell to work. This required becaus this spell is not of the Elementlist variety but, just happens to compliment Tien magic and allows him a means to partially control his most powerful spell which is normally very inaccurate and unreliable striking out at random.

Spell Combinations: Tien is a prodigy Elementlist in his own right. This is despite the fact he has lower then normal amount of mana. So unlike most Elementlist who can directly effect a type of matter to attain results Tien is forced to go about it in a more indirect way. By using these four basic spells in various combinations Tien is capable of creating the condition that causes the result rather then forcing the result to occur directly. Though it takes more skill and time to accomplish the spell it also requires less mana in order to cast spells. It also mean not having to learn a lot of complex chants to perform powerful spells.

Storm Wrath: A very powerful spell that is only can be done by a normal Elementalist in the right conditions. What it does is draw a powerful lightning bolts form the heavens capable of destroying most opponents. However by using first three spells in the proper combinations Tien is capable of creating the conditions for the spell and with Forceful Attraction is then able to direct some of the ligthning bolts. Unfortunately the spell will allow others with certain abilities to direct the lightning bolts as well. Tein is only able to direct some of the lightning bolts a few may end up stike at random allies, enemies and/or random things that are neither of these.

.:Equipment:.

Crescent Staff of Balance: A staff that is capable of assisting precession control of spells being cast. Also can act as an extension of the body for spell that require direct contact. Also when the spell Forceful Attraction is casted on the staff it can act as very effective lightning rod drawing lightning to it that would have hit within 3 meters of the staff and grounding it instantly if it is in contact with the ground or shocking holder of the staff.

Mage Clothing: More expensive then normal clothing but, worth it. The main advantage to them is that they have a slight Resistance to all magics on the outside but allows magic to pass though easily from the other. Tien robe also resist non magical fire, water and freezing. It is also is difficult to cut and tear. However it is possible to effect and damage the robe but, it takes quite a bit more effort to do so then with most clothing. And if you position a wind spell just right on the clothing it can be used to propel the wearer into the air allowing control flight without a levitation spell.

.:Dominant Arm:.
Right

.:History:.
Tien is an illegitimate son of Arcana family but, due to a rare sickness that had stricken only current legitimate heir of the family. Tien was taken into the family and raised as a potential successor of this family of Elementalists. However, he had no real apparent natural ability initially and a lower then normal mana. These factors made it so Tien was only able to master the basics of Elemental magic. Tien study and practiced hard to find a way to make up the difference.

After a few years later the Arcana family had another child. This new son who was named Ardon was to be the new heir. Not only had Ardon much natural talent, mana and abilities. Tien after this incident was set as second inline. Because of Tien pride he worked even harder behind the scene. Tien eventually found a way in which to use magic just as strong as anyone despite having not as much mana as most. However the Arcana family managed to have more childeren making his accomplishment all in vain. Tien was completely removed from Arcana family.

No longer really part of the family Tien changed his family name to Darcana and became a mage for hire and treasure hunter. With only the Crescent Staff of Balance, Mage type clothing and whatever money he was able to gather up before being kicked out of the family he began his journey. Working on perfecting his magic he will show his formal family and the world that he is an Elementalist to be reckoned with.

.:Misc:.

Awaiting another look over the history, abilities and items since I edited quite a bit.

Kolox - April 7, 2008 08:03 AM (GMT)
@Nyskrte

Climactic - OK, but you can't ressurect someone as undead - that's a necromants job ;p And the body you need to ressurect can't be too seperated, it can be squashed, it can be chopped in pieces, but all the parts should be found in the 3 meter radius. If the undead has all his parts of body, you can ressurect him as living being..or make him die again ;p

Poleaxe of Exposure - OK, quite a handicap because if you think about it, skin of Troll or Dragon is considered as natural armour.

Zyel - April 9, 2008 07:25 PM (GMT)
Name:
Davion Tismana (alias Davion the Dragon Knight)

Age: looks like 38 but in reality he has over 300 years(not even he can remember how much)

Gender:
Male

Class:
Black Dragon Disciple

Race:
Half-Dragon

Racial abilities/bonuses:

High constitution and strength and low dexterity and charisma.

Dragon Blood: increased regeneration, high resistance against fire and some minor magic resistance.

Dragon Scales: skin is composed of many dragon type scales that offer resistance to piercing and slashing attacks.

Alignment:
Chaotic Neutral

Height:
197cm

Weight:
140kg (scales weight a lot) 273 with armor sword and the rest.

Dominant Hand:
Ambidextrous, though the use of the right hand is quite not as good as the left.

Likes:
Food, gold, women, faime, adrenaline and did I mention gold faime and women?

Dislikes:
Debts, greedy people, evil and cold bastards but most of all commitment.

Personality:
A greedy and selfish bastard who serves the highest bidder or who he think it's better(for him of course). He has a highly appetite for women(he does not eat women forbreakfast k?) and food, but mostly women. Tends to spend more than he has, or not to pay the bill if he can make someone else do it for him.

Appearance:

Human appearance:
http://mythicmktg.fileburst.com/war/us/hom...ire/WHnt_01.jpg

Battle appearance:
http://mythicmktg.fileburst.com/war/us/hom...hosenImg_04.jpg

Dragon appearance:
user posted image

Special Skills:

Dragon morph: Completely morphs into a 22 metres, full fledged dragon. Lowers dexterity a lot but gains the ability to fly and higher magic resistance. Can breath fire as much as his powers allow him. Can only be maintained for an hour during the time of battle and to 2 hours time when simply flying. After returning back he is overwhelmed by exhaustion and needs to rest. Limited to 3 uses a day.

Dragon Breath: Breathes fire in a cone like path. Maximum range 15 metres in human form and can only be breath for a second time.

History:
Not many is known about him. He emerged from the unholy wars as the champion who won many battles but didn't show up at many as well. His faime continued to grow afterwards with some heroic deeds but some other not so good deeds from which he came out with a lot of money. After the unholy wars he retreived a cursed sword from the tomb of a dead necromancer. The sword alone weighted 25 kg and it was cursed with and aging curse. The soldiers who went with him said that the curse does not affect him in either way. Years later when nothing else was head about him a rumor started to flow. It was stated that he alone turned an entire village to ash. Months later he was injured lethely in a brawl but miracurosly recovered from it. An year later he stole some magic orbs from a faimos socceror which he used them into the process of crafting his armor. He had a hard time convincing a dward to craf that special armor the way he wanted it.

Many other stories are told about Davion, but most of them are among women. He is a true womaniser and many women want him for one reason or another or just simply for themselves. Though not very charismatice Davion had extreme luck with women and no one knows why. It is said he went to the unholy wars in the search for a women, but that rumor was never testified. Other rumors say he went to the unholy wars for the pillage ability and all the women he could find, however this could not be verified as well due to lack of informations. It is know that he was late for battles because he was fooling around with women and sometimes even missed battles because he was fooling around too much with women or he was simply caught up by it. Other rumors say he was fooling around with women from the other side. This rumor was not confirmed by the winner's side but the other side says somethings else.

A funny story that roams the land is the one when Davion, who looked younger, went to a forest to take a rare flower for a lady in order to impress her. He didn't knew the forest belonged to a women tribe of primitive elves and nymphs. The one who did this did it in order to test Davion's faitfullness and wasn't aware of the isterious powers of a ring he had under his gloves. He was captured, tied blinfolded and brought in front of the leader. By the time he was brought in front of the leader he was already surounded by all the women of the tribe. The leader, unsually atracter by that "ugly human" took him in by herself for torture. 3 days later it was dicovered that she was "tourmenting" him for her own personal pleasure so a major uproar was created in the village. In the end it was decided that he will be "tourmented" in turns.

Since he didn't show up with the flower he promised to the lady he saw before entering the forest, he was consider unworthy and abandoned. Weeks later a old man with wrincles on his face, all pale, with the eyes of a zombie, and naked above all, who was streaking though the city had an entire army of women chasing him. Though not the same as before the lady recognised the chased man as being Davion. He escaped the horde of chasers after breaking into a heavily fortified mansion which was sieged for days before discovering that Davion had dissapeared. After this event Davion never wanted to hear about women again. A day later he changed his mind, but only "once in a while".

Currently he is a freelancer who accepts any job as long as he gets paid for it. He never asked any question and never cared about details as long as he got enough gold for it. Sometimes pillaging helped him more than anything else. He also does jobs that increase his faime among races as a freelancer or a mercery if it's worth the cost.

Equipment:

The GrandFather: A special two-sword 25kg sword which was stolen from the tomb of a necromancer after the unholy wars and it is currently wielded by Davion in his right hand. It is cursed with an aging curse which affects his wielder. Somehow this does not affect Davion. From as far as it is know this sword is unbreakable and it can break though some magic enchantments.

Ring of Perversion: People say this ring was stolen from a man, who called himself "The God of Perversion", by a halfling. However people say it never existed or it is simply luck. This ring instantly makes all women, with no magical resistance within a 15m area radius of it, very horny and very attracted to the bearer. Women with low to medium magic resistance are slowly afected, time incresing and magic resistance increases. High magic resistance women feel a slight atraction to the bearer or they simply like his presence. Long term exposure to the ring may cause permanent side-efects.

Misc:

His armor is specially crafted to contain his true form and not allow it to be revealed. The special blue orbs on his armor make his face blurry and coverred in darkness when they are forcely taken off. The armor becomes very large mytril chain talisman when morphing into a dragon. Also it provides more protection than usual since he doesn't want to reveal the weakeness of his true form. No one ever saw his real form(half-dragon), only his dragon or human form were rarely sighted.




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