Darkrul The Insane black mage.

The Illusive Man

Controlling You because I can.
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Name - Darkrul

Race - Human/Magi

Gender - Male

Appearance -
Stands at approximatley 4ft tall and is often under-estimated due to this height disadvantage, with Crimson glowing eyes from underneath his large steepled hat. Has a habit of causing parts of the ground to spontaniously combust when angered...

Attire - Dark blue mithril runed robe, mithril threaded steeple hat, specially crafted oaken warmage staff.

Personality - Very short temper and often erratic behaviour, cackles manically when inflicting damage which can often lead to a weakness from stand still too long...


Equipment - Black rune x1: When Darkrul holds this rune up to his staff, the gem upon his staff will change to a black saphire increasing the power of his gravity spells, however Darkrul has a habit of being easily distracted by Fire based magics/attacks

Red rune x2: As with the Black rune, the gem on his staff will change to a blood crimson ruby, this will increase the intensity of all fire based spells and will create a "boomerang" effect to fire, firea and fireaga, again Darkrul has a bit of a habit of being distracted by fire based magics/attacks.


Black arts spell book x1: If Darkrul successfully reads from the black arts spell book he is able to trigger the spell : Transformation Black Waltz, However he can be interupted by blindsided melee attacks and will stop the cast to attempt to evade holy magics, due to his fear of holy based skills.

Weaponry (optional) A specially crafted oaken warmage staff, with a large ruby gem as the centrepiece of the head, decorated with chocobo feathers and various spines from creatures around the world, the gem is said to have been taken from a carbunkles forehead and radiates a strange light every so often...

Undersleeve steel dagger, In close quarters fights, Darkrul will slide this blade from his sleeve, to gain a dirty upper-hand on his opponents...this usually causes him to cackle manically (see personally traits for weakness exposure)

Armour (optional)
Dark blue mitril runed robe with red chocobo feathers on the collar (the runes and feathers allow Darkrul to blend his magics, to create devastating effects combining the powers of fire, darkness and gravity)

Large classic steeple hat made of enchanted leather sticked with runed mithril thread (can use the hat in an attempt to try escape from melee, but will lose a large amount of energy and will have to calm down a lot due to panicing!)

Mithril chain-linked chest piece underneath his robe to increase his ability to withstand blows, but still maintain mobility.

Fighting Style - Erratic spell casting weaved with temper building techniques (the more temper darkrul has the stronger his next spell will be, but the more chance it has of fizzling)

Abilities - Double casting blending fire, dark and Gravity based magics , Anger based damage increase (the more angry he gets the more potent his spells become)

Yikes!: If Darkrul feels hes in real trouble and is having difficulty escaping a melee, he can hide in his hat which will teleport him to a safer distance, costs 1/2 of Darkruls energy to perform and makes him panic, dropping his anger levels back to calm.

Zone out: sometimes Darkrul will seemingly become lost in his own thoughts, while he is reminising about the past, and listening to the angry voices in his head, He slowly regains health and energy, however he is completely unaware of his surrondings and is very vulnerable to melee attacks, however His inate detection of magic always snaps him out of it if someone casts a high powered spell, so he can prepare himself to defend it!

Take This!: Darkrul slides the steel blade from under his sleeve and trys to get a dirty, blind-side stab on any oponent in close quarters, If he manages to hit, he does leave himself quite open to a counter attack however as he tends to cackle manically at witnessing someone elses pain.

Cross the runes, Fuel the fire!: If Darkrul still has 1 dark rune and 1 fire rune remaining, he can combine the runes and replenish his energy levels as soon as the combination is complete, doing so however is extremely stressful and can be easily interupted....but doing so will make him Angry!

Magic - Anger based Dark/Grav and Fire magics:

Calm: Fire : 5/100 energy
Demi 5/100 energy

Fire-step (doubles movement speed making it easier for Darkrul to evade attacks and stay out of melee) 10/100 energy

Molten shield ( increases resistance to all magics minus holy) 15/100 energy


Annoyed: Firea 15/100 energy

Demi 2 15/100 energy

Gravity-flip (changes the gravity on the battlefield to negative gravity, allowing both darkrul and his opponent to gain increased mobility at the cost of reduced reistance to dark and wind magics) 30/100 energy

Gravity hammer (anyone with time magic effects, takes 1/4 damage and has the effect removed, does nothing to people not effected by time magic)

35/100 energy

Angry: Fireaga 25/100 energy

Ring of Firea (a pentogram of flame errupts from the ground trapping anyone caught in it, the pentogram etches itself on the floor slowly, so it is easily avoided ) 40/100 energy

Dark flames (a direct blast of dark and fire magic at the opponent, that deals heavy amounts of damage and has a 10% chance to blind an opponent) 60/100 energy

Lights out (removes regen and any holy spells from combat as long as Darkrul maintains this anger level or becomes furious, will cancel if he transforms or "calms down") 70/100 energy

Furious (peak anger): Flare 55/100 energy

Inferno (creates a blazing inferno that engulfs anything it touches in white hot fire, can be re-directed using wind magics and deals extra damage to anyone trapped in Ring of Firea) 70/100 energy

Shadow Flare (combining the power of dark and fire magic, can only be used when critically injured, deals extreme damage with a high chance of backfiring on Darkrul if the opponent is protected by holy magic) 90/100 energy

Transformation: Black Waltz (requires Darkrul to have successfully read from the black arts book, Transforms Darkrul into his Waltz form, in which he grows to 7ft and sprouts wings, in this form all damage from dark/fire magic is doubled but all holy damage recieved is also doubled...regains 3/4 of his spent energy when transformed)

History -
Once a student at the Mage Academy of Galham, Darkrul had a bright future, he was a quick learner and was the top of the black magic class...however deep down he harbored dark feelings of hatred and revenge against those that killed his uncle. He met a priestess that he fell in love with, and looked like he was looking forward to a long and happy life with his new fiance, unfortunatley she was attacked by a young swordsman and killed bearing the coat of arms of the same people that killed his uncle. Upon being with her as she died, Darkrul swore revenge and became even more bitter and twisted because the only person he had ever loved was taken away from him.

As he sank further into madness, He laid waste to the academy and stole several runes and the Book of the black arts from his mentors study, His mentor tracked him down and confronted him high in the black mountains behind the academy, Darkrul had just finished reading a passage from the book of black arts when his mentor finally came face to face with him, transforming Darkrul into a powerful Black Waltz and easily despatched his mentor in a single shadowflare.

Darkrul now travels the world, seeking revenge on those that killed his uncle and his lover, unfortunatley due to having read from the book of black arts, his mind has forever become trapped in insanity and he sees all human-kind as a threat that must be erradicated!

ooc: made the neccessary modifications and updated some of the items as well as added a energy/health regening ability with a large drawback hope you like it :)
 
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Overall this is a rather good RP but had quite a few serious problems.

Equipment - Black rune x1: miss one attack round, the next attack round the next dark magic spell cast does double damage!

Red rune x2: miss one attack round, the next attack round the next Fire magic spell will linger and deal damage again in the following attack round.

Turbo ether x2: Restores full mp

Hi-potion x2: Restores 500 hp

Black arts spell book x1: miss 2 attack rounds, if darkrul successfully reads from the black arts spell book on the 3rd attack round, he is able to trigger the spell : Transformation Black Waltz.


In an RP, battles wouldn't be fought in turns and as such would make missing a turn invalid and even if they were turn-based this would be counted as Godmodding. However you can still keep the Spell Book but
I would insist you get rid of the missing attack rounds etc. and just have the transformation so long as the other players have a chance to disrupt you.

Abilities - Double casting, Anger based damage increase (the more angry he gets the more potent his spells become)

Rabbit in a hat: Can avoid 1x potentially fatal attack by hiding in his hat, misses 1 attack round, the effect cannot be triggered more than once a battle.

Take This!: Darkrul slides the steel blade from under his sleeve and stabs any opponent that is in close quarters, this attack cannot be blocked or parried but can be dodged, on a successful hit causes darkrul to skip his next attack round due to cackling manically.

Again it's very unlikely that you would use something that would make you skip an attack as most RP's aren't turn-based and also Take This! would count as godmodding because you say they cannot block or parry the attack but can dodge it, ALL attacks MUST be able to be blocked, parried and dodged.

Magic - Anger based Dark/Grav and Fire magics:

Calm: Fire
Demi

Fire-step (doubles movement speed for 2 attack rounds)

Molten shield ( increases resistance to all magics minus holy)

Annoyed: Firea

Demi 2

Gravity-flip (changes the gravity on the battlefield to negative gravity, allowing both darkrul and his opponent to gain increased mobility at the cost of reduced reistance to dark and wind magics)

Gravity hammer (anyone with time magic effects, takes 1/4 damage and has the effect removed, does nothing to people not effected by time magic)

Angry: Fireaga

Ring of Firea (a pentogram of flame errupts from the ground trapping anyone caught in it for one attack round, cannot be used again until 3 attack rounds have passed)

Dark flames (a direct blast of dark and fire magic at the opponent, that bypasses defence, counts as both a dark and fire magic used)

Lights out (removes regen and any holy spells from combat for 2 attack rounds, can only be used once a battle)

Furious (peak anger): Flare

Inferno (creates a blazing inferno that engulfs anything it touches in white hot fire, can be re-directed using wind magics and deals extra damage to anyone trapped in Ring of Firea)

Shadow Flare (counts as both a dark and fire magic used, can only be used when critically injured, deals extreme damage with a high chance of backfiring on Darkrul if the opponent is protected by holy magic)

Transformation: Black Waltz (requires Darkrul to have successfully read from the black arts book, Transforms Darkrul into his Waltz form, in which he grows to 7ft and sprouts wings, in this form all damage from dark/fire magic is doubled but all holy damage recieved is also doubled...lasts for 3 attack rounds)

So basically the angrier he gets the wider range of magical attacks he gets? Also I need you to put energy costs into this, tell us how much energy this takes out of you etc.

Also I like the transformation, just get rid of the attack rounds thing and it a-okay.

HP/MP stats of Darkrul....

HP: 800 (this is the amount of hits he can take, so an attack that deals 50 damage would take 5 hits a 500 would be 50)
MP: 999 (spells cost 20 mp for the lowest up to 600 for the highest,shadow flare)

HP/MP stats of Darkrul in Black Waltz Form:

Hp: ??? (holy damage attacks can kill him within 3 attack rounds however)
Mp: ??? (the book of the black arts constantly feeds him power)

You really don't need any of this. Overall it's a pretty good bio. Just change those things I talked about and it's perfect but until then.

[UNAPPROVED]
 
Overall this is a rather good RP but had quite a few serious problems.




In an RP, battles wouldn't be fought in turns and as such would make missing a turn invalid and even if they were turn-based this would be counted as Godmodding. However you can still keep the Spell Book but
I would insist you get rid of the missing attack rounds etc. and just have the transformation so long as the other players have a chance to disrupt you.



Again it's very unlikely that you would use something that would make you skip an attack as most RP's aren't turn-based and also Take This! would count as godmodding because you say they cannot block or parry the attack but can dodge it, ALL attacks MUST be able to be blocked, parried and dodged.



So basically the angrier he gets the wider range of magical attacks he gets? Also I need you to put energy costs into this, tell us how much energy this takes out of you etc.

Also I like the transformation, just get rid of the attack rounds thing and it a-okay.



You really don't need any of this. Overall it's a pretty good bio. Just change those things I talked about and it's perfect but until then.

[UNAPPROVED]

thanks for the feedback making the adjustments as informed :)
 
Okay then IMO I think that's done. So here ya go:

[APPROVED]

Happy RPing :)
 
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