[SU/D] Children of Aether

Martel

All your username are belong to me.
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Children of Aether

Premise

There are many stories of the past involving benevolent deities, ancient heroes, and supernatural powers. In this modern world we live in, many have been forgotten; discarded for more “reliable” texts that have withstood the passage of time, or for the discoveries made through science. However, just because mankind chooses to ignore the supernatural does not erase its existence, and there is still much that science and religion cannot explain, much that these texts answer…and much that they do not.

For untold centuries, the Horned King, an omnipotent figure who is not mentioned in any story of the past by name or even by deed, has taken young maidens for His own, bestowing upon them the powers of the elements and creating of them witches, for lack of a better term; certainly, this is the term that the rest of humanity has always used for their kind. He demands nothing in exchange, seemingly content with simply bestowing upon his chosen few these powers, yet he does offer this: if a witch were to defeat another of her ilk, and acquire her true name as her prize for victory, she would attain greater power still and, if she were to defeat all seven of her sisters, she would rise to godhood, and rule for eternity at his side. Thus those who have been chosen have ever competed for this right, battling one another with their very souls riding upon the outcome of the battle. So it has always been, yet always the sisters have found themselves evenly matched, and have thus spent their days locked in battle until they have passed away. None have been able to defeat another of their sisters.

Until now.

With the death of the Witch of Light, the balance of power has shifted in the favour of one witch, and suddenly the other sisters find themselves with a renewed sense of both hope and fear. It has been proven that one witch can indeed defeat another, for one has…and that one is now the single greatest threat to them all, for she possesses the power of two elements. Unable to trust their kin to form an alliance to defeat this witch, for they do not even know which of them has the power of two elements, the game between them grows ever tenser.

It is not just to their fellow sisters that they must watch for, either. The Order of the Grey Goddess, Knights with weapons imbued with the power of the elements, is tasked with a single purpose: to find, hunt and kill witches, to put an end to their existence once and for all, and in doing so save mankind from their unspeakable evil, and put their Goddess’ weary heart to rest. One of their own, the greatest of them all, is now dead at the hands of a witch, and they are out in greater force than ever, determined to exterminate them once and for all.

Thus begins what will be the final game between these two forces. Tradition dictates that the victor is decided by combat, but there may yet be other ways to win the game…


Setting

This RP is set in present-day England, although depending on how the story advances, the location may change. However, to begin with, all characters should be located in some part of the country.

True Names

What’s in a name? For Witches, to be forced to reveal their true name to another of their kind spells an end to their freedom, and possibly their life with it. A witch who possesses another’s true name holds her soul within her hands, to do with as she pleases. She may choose to take the witch as a slave, for she is bound to obey all commands. Alternatively, she may opt instead of absorb her soul, acquiring her powers and possibly even erasing her existence from every realm, be it living or dead.

A true name that is not your own cannot be told to another. To do so goes against the Higher Law that all, be they God, witch or mortal, are bound to follow, resulting in the erasure of your own existence before you can even speak the words. Traditionally, true names are acquired through besting the opponent in combat, but there are other ways to acquire an opponent’s true name...

To possess another’s true name whilst they in turn possess yours binds the two individuals together, and neither can exert an influence over the other. This is often why witches who win over their kin choose to kill the loser, rather than simply leaving them as a powerless mortal – should the loser somehow discover their true name, they can re-acquire their powers, and the only way to then acquire them would be in a battle to the death, the outcome of which may not be entirely certain.

The importance of true names applies only to witches, or those who possess some form of supernatural power within their very soul. For those who do not, possession of their true name grants but a minor influence, unless they comprehend the significance of their true name. Since the majority of humans use their true names in every day conversation, and they are known by several people, the significance for them is insignificant indeed. For others, however, there may be considerably more significance…

The Horned King and Witches

The Horned King is a mysterious deity, speculated to be a demon by those who are familiar with him, and presumably the heart of all evil. However, he is somewhat benign, and is seen only once by his followers: at the moment of their initiation, on the eve of their sixteenth birthday. The Horned King chooses mortal young women based on criteria he alone knows and makes of them witches, always with their consent, although he does not allow them to choose the element that they will wield. He will speak with them of how they can obtain greater power, as well as the nature of the power they have just obtained, and then he leaves, and he does not communicate in any fashion with them after this moment. The Horned King is indifferent to the Grey Goddess and her order and, seemingly, mortal affairs in general: he seems even indifferent to his witches once he has bestowed power upon them. At the end of their natural lives, their power returns to him if it has not been taken by another (which, up until recently, it never has been) and bestows it upon another.

There are a total of eight witches, each having their own unique powers based around an element of the natural world. No two witches can possess the same element at the same time, although witches can find their powers being interfered with by another, due to their conflicting nature. Each element has its own distinct advantages and disadvantages and, whilst some elements are more physically powerful than the others, their drawbacks have prevented their wielders from gaining victory over another, time and time again.

Whilst witches are capable of a great deal, the greater the feat, the more concentration that is required to attain it, and witches cannot unleash the full potential of their powers often for more than a minute without losing control of it, or passing out from the mental effort required of summoning the forces in the first place.

Below is a list of elements, as well as the abilities that they bestow upon the wielder:

Fire – The destructive power of the Fire Witch is unmatched. By drawing upon her own body heat, or heat from her surroundings, she can create destructive fireballs that she can manipulate at will, changing their direction, size, and even their shape. If she comes into physical contact with any flammable substance, she can force it to ignite, and then utilise it as a weapon, or simply sit back and watch it burn. All she requires is the smallest of flames to create an inferno, although fire spreads quickly once it has been started, and is difficult to control once it reaches a certain size. She can also control the intensity of the flames, making them produce thick, choking smoke, or white-hot and destructive. However, whilst her destructive power is unmatched, the Fire Witch has little else to do with her powers: fire destroys all it touches, she can merely control the extent, speed and direction of that damage.

Water – The Water Witch possesses absolute control over Water, able to manipulate it as she chooses. If sufficiently cloudy, she can make rain fall like bullets, or create a barrier of water that is difficult to penetrate. In the ocean, she possesses power unrivalled, for she has practically unlimited resources to draw upon, and can create extremely destructive tidal waves – although there is a limit to the amount of water that she can control at any one time, so if she starts such a force in motion, she will be unable to direct it how she desires, or stop it once it has begun, making such an act dangerous for herself as well as others. She can alter the temperature to whatever she desires, although she will lose the ability to control it if it hardens to ice or becomes steam. Physical contact with another allows her to even draw water from them, leaving them severely dehydrated and thereby unable to retaliate, or little more than a brittle, lifeless husk if she so wishes. She can also do this with any other object that contains water, although the smaller the amount of water within it, the higher the level of concentration needed to extract it. Water can be found everywhere, making the Water Witch an extremely dangerous foe. However, water’s inconsistent nature means that her powers are not entirely reliable in particular circumstances, or against particular foes.

Earth – The Earth Witch’s power is extensive and ever-present, for it lies within the very ground that she walks upon. She can raise the earth, flatten hills (and given time, mountains) and create earthquakes of cataclysmic force. She can force the earth apart to raise magma from the core to the surface, although she cannot control the flow of the magma, nor withstand the heat. Were she so inclined, the Earth Witch could split the very continents apart, or create an entirely new one by cracking the sea bed apart, to allow magma to rise to the surface. As long as she remains upon the ground, the Earth witch can bend the soil beneath her feet to her will. However, she can only set natural disasters in motion: she can control where and how the earth splits, yet she cannot control the amount of destruction this will unleash, nor is there any guarantee that she herself will not be caught up in the destruction. Whilst she remains its epicentre, it will spread outwards from her, yet she cannot control which way buildings fall…

Wind – The Wind Witch can control the disposition of the winds. She can raise currents of wind from dead air, making the gentlest of breezes into the most ferocious of gales in a matter of minutes. She can conjure destructive tornadoes and storms, or do the opposite and quell them entirely. She can also control the direction of the wind, allowing herself to be levitated up from the ground upon unseen currents, which she can ride naturally, or force her way through with her own currents. As well as increase the intensity of the wind, she can also slow it down, or stop it entirely, making the air stagnant and difficult (or even impossible, if she creates a vacuum, although this requires considerable effort and could backfire) to breathe. The wind witch has control over the winds only, however – if she brings with her rain, lightning or snow with a storm, she cannot control these forces, which could serve to an opponent’s advantage. Like many of her sisters who can tamper with the more violent forces, once these forces reach a certain level, she cannot control them either, and is just as vulnerable as others are to their effects.

Lightning – Whilst the element of lightning sounds somewhat limited, since lightning is found only during storms, due to the modern world we live in, the Lightning Witch has become a particularly dangerous opponent. She is able to manipulate electrical currents and, since power lines run throughout every city, and the earth itself has its own electrical current, she possesses a nearly limitless supply of energy to play with. She can create and control lightning bolts, whether she uses her own body as a conduit or not is up to her. She can alter her body’s own electrical current, turning herself into a battery of sorts (although there is a limit to how much energy she can store) and making physical contact with her painful, if not deadly. Physical contact with another allows her to distort their body’s electrical current, paralysing them, sending electrical signals to the brain allowing her a limited form of mind control (she can implant strong suggestions, but with sufficient strength of will these can be ignored and overridden) or even stopping their heart if she so chooses…although, unless she is concentrating on paralysis, this is often the effect that she has even if she does not intend to do it. She possesses the power of flight, able to distort the earth’s electromagnetic field to a degree. By doing this, she can also create storm clouds, further fuelling her powers. However, not everything conducts electricity, and gathering sufficient energy to send destructive lightning flying from her fingertips takes time.

Nature – At first glance, the Nature Witch appears to share many similarities in her abilities with the Earth Witch, but her source of power lies within that which flourishes on the planet, rather than the planet itself. The Nature Witch can freely manipulate any and all types of plant, accelerating their growth to turn them into a destructive force that little can stop. She can alter plants to suit her needs, able to survive off as little water and sunlight as possible, or make their pollen deadly to inhale and then force them to bloom. If there exists a single living seed in an area, she can force that seed to grow to maturity how she pleases, create of it more seeds, and have an entire forest around her in a matter of hours. She can also communicate with animals to a degree, manipulating them into doing her bidding, whether that be coming to her defence and acting as a shield, or spying upon her sisters. The Nature Witch is extremely seductive, and can alter her pheromones to enchant humans as easily as she can other forms of life, although her charms only work on men, and women attracted to other women. Nature exists everywhere, even in densely urban areas, making the Nature Witch extremely dangerous. However, plants are reliant upon sunlight and water, and she cannot substitute their need for these things entirely, and if there is an insufficient amount of either, she will need to use her own life force to fuel their growth, which could prove fatal.

Darkness – The Witch of Darkness is the strongest of the sisters at night. Her powers are extremely versatile; she can conjure upon creatures or objects from the shadows, giving them physical substance if she so wishes, although she must continuously maintain these forms through concentration, lest they lose their substance and become the intangible shadows they once were. She can draw upon the darkness and increase it, blanketing the entire area and making it impossible to see. She can travel at will through shadows, be it at day or night, allowing her to disappear in one area and re-appear in another seconds later, travelling through a pocket dimension of sorts. She can take others with her into this dimension however, she cannot leave them there – if she attempts to, they will simply be thrown out of it, and there is no predicting where they will end up. She can also widen the influence of shadows to a degree during daylight, connecting them together if they are close and, if the weather is cloudy, raise them to cover a much larger area. However, during the day, the Witch of Darkness must stick to the shadows if she wishes to utilise her powers, and any shadow that she gives physical substance will lose it the moment it steps into the sunlight, unless she pours her will into keeping its form – difficult, and likely costly.

Light – During the day, the Witch of Light is arguably the strongest of the sisters. Harnessing the power of the Sun, she can rain down destruction through deadly beams of light, literally incinerating anything that stands in her path. She can also harness the Sun’s radiation to a degree, reducing its effects to nothing, or making the levels deadly for a confined space. By bending and refracting light, she can create illusions indistinguishable from reality unless someone comes into physical contact with one, giving her a distinct edge in combat. She can adjust the intensity of light, making it strong enough to blind any who look directly at it – this effect is temporary for witches and knights, but often permanent for mortals, who may find their eyes burned out by the intensity. If it emits light, no matter how faint, the Witch of Light can manipulate it, although smaller, weaker light sources, such as bulbs or torches or even the energy emitted from fire and electricity, are good for little more than illusions. The Witch of Light also finds herself severely underpowered at night, or in darkened spaces. Her powers are at their peak when the Sun is shining; if it disappears behind a cloud, she will find herself significantly weaker for it.

Blood - The power of Blood has long been seen as an evil thing, used in the blackest arts to raise demons and worse. The Blood Witch possesses the ability to manipulate this liquid, both in herself and others - physical contact with another allows her to control the flow of blood in their body, shutting it off in some places to leave limbs as little more than dead weights, create clots, or extract it from the individual and make of it a weapon. The Blood Witch can also make use of her own blood in this fashion, laying open her wrists and spilling out her life force, which she can then use as a destructive weapon, boiling it to burn like acid through most substances. However, the most dangerous of her abilities lies in her powers of absorption: a single drop of blood from one of her kin allows her, for a short period, to make use of their abilities. Whilst the scale is dramatically reduced, it also renders her immune to her opponent's element for a few minutes, something that could easily turn the tide of battle. The power of the Blood Witch, however, must be used sparingly: the fastest way to draw blood effectively is to slit your wrists, and if there are no others around for her to make use of, the Blood Witch must rely on the blood in her own body for a weapon, and it is not infinite in amount...

Spirit – The power of the spirit is seen by many religions to be the greatest power there is, and the Spirit Witch, who can harness the power of her own life force, as well as those around her, possesses considerable power indeed. Utilising her own spirit, or the spirit of another conscious person, she can unleash destructive energy that is very difficult to defend against, and harder still to penetrate if she instead uses it to defend against enemy attacks. She is also capable of astral-projection, allowing her to travel outside of her body, unseen by all but the Gods themselves, for up to an hour at a time – after this time, the spiritual anchor that ties her to her body will gradually begin to fade away before disappearing completely, and she will remain trapped in spirit form, whilst her mortal body dies. If the Spirit Witch should come into contact with someone, she may also choose to link her spirit to theirs – for normal mortals, this allows her to discover anything she wishes to about them. For her fellow sisters, this means something much more – it allows her to discover their true names. However, they in turn can penetrate her magical defences, and discover her innermost secrets, her true name included. Whilst this affords the Spirit Witch a certain measure of protection, for her kin will be unable to control her, she in turn will be unable to control them, and the only way for her to then acquire their powers will be to kill them…and, after such a spirit link, she will be considerably weaker than they. Whilst she can draw upon another’s spirit to aid her if she is touching that person, she can only drain a certain amount – she cannot kill them, and once they reach unconsciousness, the flow of power will cease. Some spirits are stronger than others, as well – some may provide her with but a trickle of power, barely noticeable. No mortal spirit is as strong as her own, so they are limited secondary power supplies. However, with each attack she saps at her very life force: after a continued assault, she will pass out from exhaustion, and if she abuses her spirit with excessively powerful attacks, she risks her own death.

Metal – The Metal Witch is a unique creature with an immense amount of potential in this technological age. She can manipulate metal with ease; bending it to suit her every whim, whether that be to raise a powerful physical barrier against enemy attacks – a barrier she can, if she maintains direct contact with it, prevent from rusting, buckling or melting (although the greater the assault, the more taxing it will be to do this) - or use it as a destructive, physical attack, by hurling it at foes, creating metallic monstrosities (although the larger the creature, the more of her attention it will require to control) or shaping it around them, crushing them. She can alter metal density and structure, causing it to rust at her very touch or even melt. She can even control liquid metal, directing it to flow where she wills, shape how she chooses (if she so chooses) and cause metal that has become brittle to regain its strength. The Metal Witch is a great deal like a magnet; she can pull any metal – even the enchanted weaponry of the Knights - towards her, or push it away with the force of a bullet. She also possesses a form of flight through this attraction and repulsion, although this requires a significant amount of concentration, for she must keep her magnetism constant. Through touch, she can even extract the iron from a person’s bloodstream; and even utilise her own, should she choose. Metal is extremely versatile, and can be found nearly everywhere, making the Metal Witch an extremely dangerous foe. However, her powers are perhaps more limited than the other witches, in terms of the scale of destruction she is capable of unleashing: she could create behemoths of metal that would be nearly impossible to take down, yet in order to guarantee her own safety she would need to build them up around herself, for the larger the body of metal she seeks to control, the more effort it requires, and she would be wide open to an assault if she controlled such a large body of metal externally. There is a limit to what she can lift, as well: she could not, for example, uproot an entire skyscraper and throw it at an enemy. Metal resists, and unless the metal witch has direct contact with it, she would find that tearing out a portion of a building would require some effort.

The Grey Goddess and Her Order of Knights

The Grey Goddess stands in opposition to The Horned King, ever ready to thwart his every move. Like her counterpart, the Grey Goddess is not mentioned in any literature – at least, not by that name – and, like him, she has never been seen by her followers, although she communicates with them more frequently. Unlike the Horned King, she leaves recruitment to her existing knights and, once new recruits have been deemed worthy, she allows them to choose the element they wish to wield in their fight against evil. The Grey Goddess is concerned, primarily, with the elimination of witches, but she allows her followers a free reign in much the same way as her counterpart does.

Much like the witches, each knight has the ability to manipulate an element. However, unlike witches, their weapon is the focal point of their power, rather than themselves. This gives them one crucial advantage over witches: their power is consistent. It takes witches time to build up energy for powerful attacks, and they find themselves hindered by certain conditions. The same cannot be said of Knights, who are able to use their strongest attacks immediately, regardless of the conditions of their surroundings. However, their power is marginal when compared to a witch’s, and a knight would stand absolutely no chance against a witch at full strength, even if they possessed an elemental advantage. In addition, as a knight’s focal point is his weapon, if he is separated from that weapon, he becomes an ordinary man. Any who pick up a knight’s weapon can use the power contained within it for their own, also.

Knights are encouraged by the Goddess to work together, but they are not required to do so. A knight can add to his strength much as a witch adds to hers; by defeating a fellow knight in combat. Victory, if that knight so desires, earns him his opponent’s weapon, which he can choose to wield in addition to his own, allowing it to retain its elemental properties, or he can destroy it, adding its elemental abilities to his own weapon. Knights are not required to disclose their true names if defeated by one of their kin. If they defeat and slay a witch, a knight is rewarded with a portion of her elemental powers, channelled through either their existing weapon, or a new one of their choice. There is no absolute hierarchy amongst the Order, beyond that which they choose for themselves. Respect is earned by combat skills, and combat skills are often determined through private duels.

There are multiple temples across the globe dedicated to the Grey Goddess, each with its own order of Knights, for whilst the primary goal of the Knights is to destroy witches, they are not aversed to getting rid of other evils either, and the migratory nature of witches means that those pursuing them need somewhere sanctified that they can stay. The temple of the Grey Goddess in England is located in central London.

Knight Elemental Weaponry

Fire – Fire Knights possess the ability to ignite their weapons in flames, increasing the power and resilience of their weapon considerably. They cannot launch fireballs or draw upon the body heat of others as the Fire Witch can, but they can extend the flames surrounding their weapons to surround themselves, in a protective shield that also serves as a destructive aura.

Water – Water Knights can draw water into their weapons, which they can then unleash in jets at will. The direction and velocity of these jets can be controlled for greater effect, as can their temperature: although, like the Water Witch, Water Knights cannot control steam or ice. Alternately, they can raise stored water around themselves in a protective shield.

Earth – Earth Knights carry larger weapons such as axes and hammers, allowing them to split the earth asunder. Their abilities represent the Earth Witch’s, but on a considerably smaller scale and, as a result, they have greater control over the destruction they can cause. However, immense physical strength is required to split the earth, and even the most hardened of Knights will find themselves quickly tiring after a few blows.

Wind – Wind Knights carry either longbows or crossbows; their power lies within the arrows or quarrels themselves, and these can be fired from any weapon of that type, or even thrown – this gives them a distinct advantage over their brothers, for they can carry backup weapons if necessary. Wind Knights possess the ability to control the speed and direction of their projectiles at will, and little can stop them. However, they are limited in supply: they carry up to ten, and if a Wind Knight does not retrieve their projectiles after they have been fired, they must petition to the Grey Goddess for more.

Lightning – Lightning Knights’ weapons can act as batteries, storing large amounts of electricity – more, perhaps, than the Lightning Witch is capable of storing her own body – until they choose to discharge it as lightning bolts. Unlike the other Knights, who run the risk of having their weapons taken by another and used against them, Lightning Knights can avoid such a risk by either simply calling their weapon back to their hand if they lose it, or activating its electrical current to electrocute anyone else that touches it.

Nature – Nature Knights carry wooden weaponry, putting at them at a slight disadvantage over their brethren, who can possess steel weapons. However, as organic matter, their weapons can expand and grow however they desire and, whilst they cannot reproduce, their growth can be controlled and, if there are sufficient natural resources, the weapon can grow to colossal size, and can also grow around the Knight and serve as a barrier against attacks. Much like the Nature Witch, Nature Knights can fuel the growth of their weapon utilising their own life force, if there is a lack of water and sunlight available. If the weapon becomes separated from the Knight, it will return to its original state, as well.

Darkness – Knights of Darkness possess the ability to draw shadows into their weapon and unleash them at will, creating an area of pitch blackness within a small area. Alternately, they can bring force projectiles or forms of pure darkness in physical substance, which will remain so as long as they remain in contact with the weapon: if they are separated from the weapon, they literally dissolve into nothingness. Naturally, Knights of Darkness are more powerful at night, for they can draw upon far more from their surroundings, although unlike Knights of Light, they cannot store energy within their blades: they must rely upon what their surroundings provide for their power.

Light – Light Knights, much like Lightning Knights, can store power within their weapons, for later use. They can discharge it from their weapons in scorching beams, although these are considerably narrower and less intense than the Light Witch’s. If they have sufficient light energy stored within their weapons, Light Knights can illuminate their surroundings in the darkness, driving back even the shadows. However, the energy must first be stored before it can be released, leaving Light Knights vulnerable to assault to begin with.

Blood – Blood Knights wield the greatest power of all the Knights, yet run the greatest risk: in order to utilise the power that lies within their weapon, they must offer in exchange their own blood; the blood of others will not fuel their blades, so their power is limited by how much blood they can lose before losing consciousness, or worse.

Spirit - TO BE ADDED

Rules

1) Godmodding and metagaming is forbidden.
2) Please, use a decent level of spelling, grammar and punctuation in RP posts. Fail in this and I WILL kick you out of the RP.
3) Please try to keep your RP posts to a minimum of a paragraph (three to five sentences)
4) Be polite. If you’ve got a problem with another member, take it to PM, and don’t clutter up the OC thread with it.
5) If you need something clarified, just ask!
6) Exercise restraint when using witch powers, and use your common sense – the bigger the feat, the more it takes out of you.
7) Maximum of three characters per person, and only one of these can be a witch, due to limited slots.


Application template

Alias: (the name you will use throughout the RP)
True Name: (the True Name of your character)
Age: (no younger than 16)
Gender:
Affiliation: (To start with, men will be affiliated with the Order, and females will be affiliated with the Witches)
Weapon: (Knights only. No guns.)
Element: (One element, unless stated otherwise)
Appearance:
Personality:
Bio:
Character theme:
Battle theme:

Characters

Witches

Fire Witch - [Crimson] - Squid
Water Witch - RESERVED [Meddy]
Earth Witch - RESERVED [Ami]
Wind Witch - [Desiree] - Ravness
Lightning Witch [Alyss Scarlet] - Ringo
Nature/Light Witch - [Poppy] - Martel
Darkness Witch [Lily] - Martel
Blood Witch - [Tristana] - Diar
Spirit Witch - [Tatheria] - Jess

Knights
Heath [Spirit] - Martel
Ardis [Lightning] - Soul
Aldra [Earth] - Galmski

The RP will begin…somewhen. It depends on how much interest is shown and how many bios I get. My own bios will be up this week somewhen.
I have blueprints for three other elements for witches, so if all the witch positions are taken and other players want a witch, I will include these in the RP as well.
 
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Alias: Alyss Scarlet

True Name: Natulcien

Age: 19

Gender: Female

Affiliation: Witches

Weapon: None

Element: Lightning

Appearance:
dcpi8i.jpg


Alyss stands in at around 5 foot 9 inches. While she isn’t tall, she most certainly isn’t short. One of the first features that people notice is the bandage she wears around her eye. Contrary to popular belief, her eye works just fine. Having complete heterochromia, her left eye is red where her right eye (the one covered) is blue.

She has long black hair that goes down to the upper portion of her lower back. More often than not, it’s in her face, or a tangled mess, as she only brushes it when leaving her apartment. For clothing, Alyss often wears darker clothes, as she is also color blind and would rather not bother attempting to pick out matching colors. Meaning, she only wears black or white clothing. She prefers the former.

More often than not, she wears a somewhat open dress shirt that shows off her collar bone, but nothing beneath that. For pants, she wears baggy dress slacks.

She’s often seen as beautiful to others, but she doesn’t consider herself to be, and in all honesty, she doesn’t really care.

Personality: Alyss is rather quiet. However, she is not shy. She simply prefers to speak when spoken to, and not to speak unless absolutely necessary. She keeps to herself, and is socially awkward to be around no matter what. She’s direct and to the point, meaning that when she does speak, she can be rather rude. Her manner of speaking is rather high class and punctual, despite her upbringing. She’s not afraid to be honest with people, and she isn’t afraid to be rude and hurt the feelings of others, because she doesn’t care what anyone else thinks about her.

However, she isn’t immune to intimidation. While on the outside, or in situations that otherwise don’t matter, Alyss appears to be tough. On the inside, she really just wants to be left alone. She is, in all reality, scared of people and being hurt. However, she faces that fear with no problems. Deep on the inside, however, it eats at her slowly.

To combat this, Alyss doesn’t ever give up. It simply isn’t in her nature to. Even when absolutely defeated, she refuses to bow down and give in. (However, pushed past a certain pain threshold, she will eventually break down.)

In combat, Alyss is cold and methodical in execution. She doesn’t show off, and she doesn’t play around. However, despite her ability to deal damage and never think about the feelings of others, Alyss cannot stand pain. When hurt past a certain point, she will lock up and start to be unsure. This comes from a fear of her past (to be explained in the “bio” section).

Even through the bandage on her eye isn’t necessary, she refuses to take it off. In fact, if one tried to remove it, she would instantly defend herself as if she was being assaulted. As stated earlier, the eye works fine, and there is nothing wrong with it. However, certain mental issues with her past require that she keep it on. (To be explained in the “bio” section.) If removed, Alyss will immediately cover her eye with a free hand as she looks up at the one who removed it in fear.

Her only three fears are Catoptrophobia: A fear of mirrors, a deep seeded fear of her Mother, and Belonephobia: a fear of pins and needles. (Also to be explained in the “bio” section). If exposed to a mirror, her mind begins to play tricks on her. She won’t see her reflection, but her Mother’s reflection, and it will begin to ridicule and berate her. Seeing how she fears her Mother, it takes twice the toll on her. If exposed to a mirror, Alyss will break down and it will be hard for anyone to reach her until she can recover.

Bio: Alyss was born into a small family, and was an only child. Only having one cousin to keep her company, she grew up rather lonely. At the age of 12, the cousin died during a freak accident. As her cousin went down to her basement one day, she tripped and fell down the stairs, when her head hit the concrete floor, it killed her instantly. After this point, Alyss had lost the only actual friend that she knew. Her family being as reclusive as they were home schooled Alyss, so she never made any real friends. With no television, video games, or even a computer, Alyss’ only source of entertainment came from reading books.

Alyss was rather close with her Father, Nathanial. He would often read to her when he wasn’t busy, and he treated her well. If Alyss wanted something, he would usually give it to her. In her mind, she could ask for the Moon, and he would find a way to bring it to her. Her Father was also the only person in the world that protected her from her Mother. Her Mother, Sakura, became jealous over the attention that Nathanial gave their daughter.

Unfortunately for Alyss, Nathanial was very sick. Having a terminal brain tumor, he slowly succumbed to it. Alyss watched as her Father slipped away, and her Mother started making plans. Sakura blamed Alyss for his death, and only hated her daughter even more. Starting at the age of 14, Sakura mentally and physically tortured Alyss. She would point out her flaws and pick at them over time. Eventually, she made Alyss believe that her eyes, having complete heterochromia, were a flaw. (Once described by her Father to be a very unique trait, now made her sick with shame.) Therefore, Alyss began to cover her eye with a bandage. Her Mother, using this as a tool against her, would often remove the bandage and begin to beat her.

This enforced her behavior, and she continued wearing the bandage, forever refusing to take it off.

Sakura would often force Alyss to stand in a mirror as she beat her, forcing Alyss to watch herself being beaten and bruised. The methods eventually increased, as Sakura started piercing Alyss’ skin with needles and pins.

However, everything changed on her 16th birthday when the Horned King came for her and granted her the one thing she needed to bring herself out of the situation she was in: Power. He also explained the existence of the other witches. However, Alyss didn’t care. She would cross that bridge when she came to it. That night, as Sakura entered her room, Alyss fought back for the first time in her life. However, being new to her powers, she quickly lost control, killing her Mother and burning down the house she once lived in.

Alyss then spent the next few years finishing school on her own in a private foster care. (Set up by her Father in case Nathanial and Sakura died.) The fire was blamed on an electrical fire, and the death of Sakura was blamed on the fire. At the age of 18, Alyss wormed her way into working at a security firm as a secretary. She only comes into work unless she’s called, and that isn’t often. (Twice a month at the most.) She gets paid a rather large sum of money, but Alyss doesn’t spend it much.

She now lives in a very tiny (very tiny) apartment that only has a small living room, and a restroom. There are no televisions, only thousands of books and a bed. There are no mirrors in her apartment, nor are their pins or needles. She’s comfortable with the way she lives, and she only leaves her apartment to buy new books, buy groceries, go out to eat, and go to work when she needs to, or simply explore around London.

Still aware of the existence of the other Witches, she is forever cautious. However, eating deep in the back of her mind, she can’t help but wonder if they’ll ever come for her.

Character theme:

Battle Theme:
 
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As Ringo is forcing me at gunpoint, i'm considering taking the water witch (can I reserve? Or would you rather not? :gasp2:)

I was just wondering, with the water witch will that also branch off into ice magic etc too or would you rather it stayed as purely water?
 
Ringo, you're accepted...and I'm amazed you got a bio up so quickly :lew:

I'm starting to reconsider reservations, due to the limited number of spaces for Witches...at most, there will be ten of them, since I have three in backup in case this RP actually proves popular. xD

The only reason you see reservations for three witches up there is because a) the Light Witch is dead, and the Nature Witch has inherited her powers, and since its my RP, I get first choice, and b) because Diar and I have had some discussion about an element of the story involving the Witch of Darkness, so I'm keeping her by until we can work out all the details~

Since the Ice Witch is one of my backups, the answer to your question, Steve, would be no. The Water Witch can control water only: she can't liquify steam into water, nor can she melt ice to create more water. She can create both through altering the temperature of water, but she cannot control either.
 
Hmm I might be interested in this. Except I would be a knight with the lightning element. Mostly cause I have a bio that already fits that style, if that's ok.
 
THAT'S HOW I ROLL, MARTEL! :rage:

Plus, it sounded so interesting I couldn't help but want to write the bio so quickly. I'm sure there are typos in there, so I'll go back and fix them later. Hopefully, we can get a lot of people in. :grin:
 
Alias: Naomi Hitsugari
True Name: Terra callun
Age: 22
Gender: female
Affiliation: Witches
Element: Earth
Appearance:
anime_girl.jpg

Her black and white clothing style leads her to appear alot more evil than she really is. and she is never without her headphones and ipod, pumping out the likes of my chemical romance and panic! at the disco, her eyelines and makeup always on the heavy side, she has a tattoo on the back of each hands that looks like this:
th_kanji34.gif


Personality: Apparently moody and solitary at first impression she is actually warm and caring, kind and loving. shes very friendly and sometimes a little too trusting, she will answer nearly any question except for telling anyone her real name.

Bio:
[[will work on this, just wanted earth reserved :)]]
Character theme:
Battle theme:
 
FUGGGGGGGGGGGG

I lost my freaking post!!!!

I'd like to reserve the Wind Witch lest it gets taken.

EDIT:

However, I won't be able to come up with the bio now, because of reality and it's bite. I'll come up latest by the day after tomorrow. Two days.

Meanwhile, I'd like to ask a few questions:

- The Witches' resistances: are they able to survive certain attacks that would ordinarily kill a human? Say, for instance, Ringo's character blasts a lightning bolt that would kill any ordinary guy on the street, but it hits another Witch. Will that witch die instantly as well?

- Can the Wind Witch control sound as well? Well, sound's transmitted via airwaves and all... >.>
 
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Soulcorruptor said:
Hmm I might be interested in this. Except I would be a knight with the lightning element. Mostly cause I have a bio that already fits that style, if that's ok.
That'd be fine, just remember that a Knight's powers come exclusively from their weapon and will be reduced in power when compared to a witch's.

I might write up some guidelines for Knight weaponry at some point later on today, actually...

- The Witches' resistances: are they able to survive certain attacks that would ordinarily kill a human? Say, for instance, Ringo's character blasts a lightning bolt that would kill any ordinary guy on the street, but it hits another Witch. Will that witch die instantly as well?
Yup, witches will have a resistance to attacks from their kin and, short of standing directly over a witch after bashing them into submission and dealing an extremely powerful blow point-blank into their face, they won't be able to kill one another outright - the idea is that they force one another into submission to obtain their true name and thus their powers, actually killing one another using their powers is meant to be a last resort, if they either won't yield, or if they know one another's true names and thus have no other way to obtain one another's powers other than to kill each other. Also, as you'd expect, some witches will be more resistant to elements than others: for example, if the lightning witch battled with the water witch, she'll be at an extreme disadvantage, since water conducts electricity. But the more elements you get, the stronger your powers become: so, if the water witch also had the power of earth, she'd be resistant to the lightning witch's electricity...provided she was standing on the ground, and even then the force of the attack would knock her sprawling if she just stood there and took it. If that makes any sense. xD

- Can the Wind Witch control sound as well? Well, sound's transmitted via airwaves and all... >.>
To a degree, yes. She'd be able to manipulate the airwaves to the point that sound doesn't travel at all.

Ringo said:
THAT'S HOW I ROLL, MARTEL! :rage:

Plus, it sounded so interesting I couldn't help but want to write the bio so quickly. I'm sure there are typos in there, so I'll go back and fix them later. Hopefully, we can get a lot of people in. :grin:
You and me both...although I'm still halfway through writing my bio. xD

Hopefully so...although if more than ten people want a witch, they're going to be disappointed. xD

EDIT:

The Darkness Witch is no longer reserved, since Diar will be taking one of my backup witches, the Blood Witch. I may or may not open up the Ice Witch and Metal Witch (my other two backups, in case there were more people than witch slots) either tonight or tomorrow...it depends on whether or not I get the time to write up guidelines for their powers...I kinda want to get my own profiles finished, plus I have to write out guidelines for Knight weapon abilities, as well.

If things go well, I'll be starting the RP on Saturday; perhaps even earlier, if the spaces get filled fast and the bios are all accepted right off the bat~

Also, I'm glad people are interested in this :yay:
 
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I may join as a knight. :hmmm:

If that's okay. I quite like the sound of this RP, and I've got too much time on my hands now.

So yeah I think I'll work on a bio today, and try to have it up by tonight or in the morning. If that's okay with you of course, Martel.
 
Name: Zerek Title: Renegade lord

Appearance:

Eye color: Azure blue Age: 20 Height: 5’6’’ Weight: 178 lbs Gender: Male Hair color and length: Brown colored hair that is very short cropped in a military style way. Has only about two inches of hair completely around his head. Attire: Wears dark red Swede boots that come up to his ankles. Has a pair of black pants, with the entire left leg missing actually, so his left leg is exposed from his knee cap down. Has an ornate silver chain on his right side of his waist that wraps around his sword sheathe on his left side of his waist, it is this way he can use his sheathe as a sort of weapon for his sword. His shirt is a crimson red and is also a full sleeve shirt. He also wears a golden necklace in the shape of a thunder bolt around his neck.

Weapons:

Sword of Energy- A regular sized sword imbued with the very power of energy (thunder, lightning). The blade itself gives off a pale yellow glow and is made of a rare material adamantine. The hilt is made off gold and is adorned with several gems, rubies, and diamonds. Giant lance- A two handed weapon that is about just as tall as Zerek himself. The hilt is a deep azure blue, while the blade part of it is a bright sky blue.

Abilities:

Lightning’s blessing: Zerek calls upon the power of they sky to enchant his blade with the power of lightning. If he would swing his blade, lightning like blades would swing out from it. Further more with enough concentration, he can make his blade hold the form of a lightning bolt and use it as a sword. After he is done this attack he is left wide open for attacks as it drains quite a bit out of him.

Strike raid of thunder: Changeling the powers of the blade into a more physical form, thunder and lightning is formed around the sword in a constant spiral pattern. Zerek draws his blade back into his side then quickly lunges his sword forward. The energy from the sword is then sent flying to the opponent like an arrow. This technique leaves him moderately drained and he is left stunned for quite a while. Judgment of the sky: This is a skill in which Zerek calls lightning down from the sky to strike his opponents. By charging the power in the sword a great amount it unleashes a large electric force of a negative charge, which causes the positive charge from the sky to react and bring down lightning. Since the sword is the cause of the negative charge Zerek creates a manifestation of a negative energy ball. When he swings his sword he launches the ball and whatever the ball hits is where the lightning strikes. Zerek can create about 8-12 of these lightning strikes. This is his one technique that drains all but of his energy so it must be used sparingly.

Magic:

Mild lightning and thunder manipulation- Can create and control lightning and thunder up to a degree. If there is enough of a negative or positive charge he can create thunder or lightning otherwise he must rely on the power of the sword to create the energy. He can redirect energy based attacks coming at him as well. Also he can influence to where energy based attacks might hit his opponent. Tri spark storm- By sending multiple charges of electricity into the sky Zerek manipulates the area around him to become heavily charged. Then while drawing out more of the Sword of Energy’s true power they together create a massive storm cloud. Then by swinging his sword down the storm cloud lets lose in 3 columns massive amounts of sparks that hit and surround to explode around his opponent. Medium drain on his energy reserves and causes slight exhaustion. After using this the only two spells he can cast is his Light cure and Lightning deflection. Lightning deflection- Calling forth a storm of energy Zerek creates a barrier of energy that can deflect attacks back at their opponent and medium strength spells. Slight drain on his energy though it's not to little and not to great to make a noticeable depletion. Can cast usually up to five per battle if the situation calls for it. Light cure- Through his natural magic talents Zerek calls upon the energies of light to cure and heal minor wounds and scratches. Very light drain on his own energy as he is healing very trivial type things. Fire storm of equity- By using both fire and wind magic and combining the two together Zerek sends a vacuum ensnaring vortex of flame and wind at his enemy. Zerek first focus a ball of wind into his hand so it starts spinning, he then trust his hand forward at his foe to send the ball of wind moving. Then after the ball is moving he sends another ball of wind after it causing the two to collide and rip apart forming a tornado like vortex. Finally with his other hand he launches a constant stream of fire into the tornado to sear his opponent as they are trapped inside the vortex of wind. Causes a very heavy drain on his energy and leaves him greatly exhausted. Can't use any magic or abilities for the next twenty minutes while he is recovering.

Personality:

A caring and devoted friend, however his trust is hard to earn. Though once his trust is earned, nothing will stand in his way to protect his friends. He is mostly carefree and care little about politics and such. His strong sense of justice makes him turn no blind eye or ear for help, thus lays a weakness of his. Many times have some people taken advantage of this and often tried manipulating him to do dirty work.

First impression:

Upon first glance many people would think Zerek is a slight oddball. He seems to have an aura about him that makes him seem goofy to people he first comes across. Though once people get to know him they realize he has a good grasp upon the world.

History:

Zerek grew up in the capitol city Tricia on the continent of Atcham. Born of a noble family he had a relatively easy life until the day came when the crown’s youngest child was murdered. The prince of Tricia was out in the market shopping and was returning home when out of the shadow a cloaked figure rushed him and silts his throat. The only thing that was left behind was a cold ring with a crashing wave upon it. It was the crest of the Crask family, Zerek’s family. Zerek’s family was out of town during this time and recently returned home only to find the house robbed, as they were heading for the door the guards came to arrest the while family on charges of murder. The royal court would here nothing of their pleas of being set up, all they said was a convenient cover up for their family trying to kill off the royal family. Zerek who was away on a training trip, came home to this disturbing news. Lucky for him he was unidentifiable due to his long absence, so upon hearing this news he abandoned his last name and sets out on a journey to find a cloaked figure. It took Zerek five years of traveling; it was during this time he actually picked up his sword and spear fighting skills instead of just relying on his magic. When he heard of another royal murder in the town of place, he set himself up as the real prince and the one that was killed a decoy. The royal family of course greatly disproved of this idea but soon gave way so they could find the murderer. Finally when the cloaked man came back, he revealed himself to be just some lowly assassin hired by both of the royal families to kill off both heirs in attempt to grab control of the others land. The assassin was set to immediate execution. Both royal families now without heirs had no choice but to set up a government to be ruled by the people. With this in place Zerek returned home, but again it was a sad visit. He returned to find that all of his family had died while in prison, they had died in fact a month before their innocence was proven. Zerek hardened by this fact never took his family name up again and took to traveling, giving help to wherever it was needed. Instead of letting his angst get the better of him he turned it around into a form of goofiness, never really accepting the fact that they died. For if he did it would be accepting the fact that he failed his family and that he didn’t save them, at least that’s how he saw it to himself.

I will not be using his Light cure, or Fire storm of Equity unless he acquires other magical weapons.
 
Alias: Naomi Hitsugari/ Nima
True Name: Terra callun

Age: 22
Gender: female
Affiliation: Witches
Element: Darkness

Appearance:
anime_girl.jpg

Her black and white clothing style leads her to appear alot more evil than she really is. and she is never without her headphones and ipod, pumping out the likes of my chemical romance and panic! at the disco, her eyelines and makeup always on the heavy side, she has a tattoo on the back of each hands that looks like this:
th_kanji_dark.gif


Personality:
At first impression she seems shy and quiet, that coupled with her slightly dark and ominous aura leads many to believe that she is evil, moody, and hateful of all things, many people have ran from her at the mere sight, even those she has tried to help. She is widely reffered to as "spooky" and "weird" but this doesnt bother her in the slightest, because she understands that everyones opinion of normal is often completely different, so to change so willingly to fit everyones view of normal, which is never the same twice would be demeaning for her and not to mention almost impossible.

so she continues to be nothing more than herself, openly weird and slightly spooky-looking, almost foreboding, but its not her true self, thats only her outward appearance, that she gives off to try and stop people getting close to her after what happened with her last friend, and remember never to judge a book by its cover, she is loving and caring, kind and considerate and entirely friendly, or rather she was, now despite still being nice and kind, she trusts noone. and has good reason, she was betrayed and that affected her deeply. She let someone in and they held it against her, trying to get leverage, this left her with great emtional scars and a distrusting personality.

Bio:
Nami was born alone in the darkness. she had felt alone all her life, or at least as far back as she can remember. she never felt like her family had cared for her, and it was difficult growing up with that neglect. instead of letting her sadness control her she mastered it, grew up despite them and became a rather strong girl. then the horned king came along, at first he had sounded perfect, rumours were that he was beautiful, so in her curiosity she sought him out. she was 16 at the time and had just finished growing up, then something both terrible and wonderful happened, the horned king gave her powers that best suited her personality and emotions.

She now found herself able to control darkness, whether it be to darken shadows or to make it more solid to trap unsuspecting victims, she did this to all the people that had ever bullied her, until they either atoned or died. eventually she was found out and the soldiers came hunting for her. She used her powers to escape and hasn't been seen in the light of day ever since. though she is still very much alive she has had many alias's and this is simply her current one. she has no idea where she came up with it it just seemed to fit her perfectly.

shortly after her 18th birthday she fell, hard and fast in love with someone, it was idyllic it was paradise it was wonderful, it was a lie. Even though she had hidden her magical existence almost perfectly, this man had found out about it, and knew the clause and wanted to get her name, he used her kindness and generosity as a foothold and it hurt her so much when he tried to take her name from her, but it didn't hurt her nearly as much as when she had to answer by choking him to death with an orb of darkness closing round his head and shutting off the oxygen.

That was 4 years ago now and still that vision haunts her dreams, its her past, her history its part of her nature, and she can never escape the judgements and consequences of her youth but then noone ever can or will. its all just part of the fabric of life, and she understands this better than anyone she knows.

Character theme:
Battle theme:

((changed the bio because darkness became available))
 
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So wait, is there also only one knight for each element too?

And the knights can choose from all the different elements same as a witch?

:hmmm:
 
Alias:
Desiree

True Name:
Zephale Rasmorya

Age:
20

Gender:
Female

Affiliation:
Witch

Element:
Wind

Appearance:
657d08965deb168f6a01935a224b80811248348824_full.jpg


Desiree is a rather short blonde-haired girl with eyes of cyan. She is well-endowed, and generally considered pretty by many around her. However, she generally wears a demeanor of sullenness - explained further in the History segment.

Personality:
An introvert by nature, Desiree is not the type to speak openly, and loudly in a crowd. She usually waits quietly for someone to speak to her before even speaking; Desiree also has an inferiority complex, thinking everyone else better than herself.

Bio:
Born to a pure English family that claimed to be descended from a line of royalty at some point in history, Desiree was raised in the strictest manner. She had to follow the rules of etiquette without fail or she would suffer the lashings of her father.

It was this that caused the numerous scars that she has on her back. This is also the reason why she never likes to wear bare-back dresses.

The Horned King paid her a visit on her 16th birthday, and changed her life forever. Suddenly possessing powers she had never before thought was possible, she began practicing in it's usage, and when the opportune moment arrived, she soared with the wind and was out of the castle.

It was a whimsical move made purely on impulse, and for a few years she had to resort to stealing to eke out a living.

She has been doing this for almost 4 years now, and has stopped schooling.

Character theme:
(To be added, later)

Battle theme:
(To be added, later)
 
Ke$ha said:
So wait, is there also only one knight for each element too?

And the knights can choose from all the different elements same as a witch?

:hmmm:
Nope, there can be multiple Knights of the same element, and they can choose which one they want. But Knights powers come from their weapons - without their chosen weapon to hand, they are just normal men.

OK, now to the bios...

Soulcorruptor, you are not accepted. The reasons for this are threefold:
- Knight weapons should be ordinary weapons, steel swords, etc. Also, Knights don't possess special moves or magic - they can harness the power of the elements through their weapons, but only through their weapons.
- The RP is set in present day England, so having someone from a place that doesn't even exist is a bit...odd. xD
- I'd prefer it if you followed the application template in the first post, if thats alright.

If you make the following amendments, I'd be happy to accept your app~

Yaoi-Kitten, you are not accepted. Could you add a little more detail to the personality section of your app, please? Also, regarding the bio section: your character would have been made a witch by the Horned King when she turned 16, so your history should reflect that. Also, I'd prefer it if the witches started off unaware of each other's identity, so we can develop things more naturally~

Ravness you are not accepted, for the moment. If you add a little more detail to the personality and bio sections of your profile, I'd be happy to accept your app. I'll put the Wind Witch on hold for you in the meantime, since other than that I really don't see any problems with your app~

...I must look like a tyrant, rejecting three bios. But I'm a stickler for details, and after my Pokemon RP went sour, I'm not making the mistake of accepting applications I'm not entirely satisfied with :lew:

Also going to draw those who were interested in Knight positions to the first post, which I've updated with Knight abilities for each element. These are just guidelines - you can be creative, you just need to keep in mind your power comes from your weapon, and not your spirit, and as a result you'll be considerably weaker than any of the Witches~

I'm about half done with my witch app...should be up by the end of the week, perhaps even tonight, if nothing else crops up...
 
ok ill make the needed changes right away, thank you for telling me what was wrong :)

they are made, if its still not quite there please tell me and ill give it one last time, if i cant get it right then then ill leave the rp, i dont wish to drag your level down to me, so i=f i cant attain that level i will leave.

also you know the knights can use elements thanks to their weapons? well if they went up against the witch of the same element, would the witch be able to use it against them? for example the fire knight goes against the fire witch and uses flames to shield himself... can the witch then try to control those flames?
 
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they are made, if its still not quite there please tell me and ill give it one last time, if i cant get it right then then ill leave the rp, i dont wish to drag your level down to me, so i=f i cant attain that level i will leave.
I'm not sure I'd quite put it like that...although I'm sorry, but I'm still not entirely satisfied with the level of detail regarding her personality or her history that you've provided. I'm not accepting character reservations, but I'm still willing to consider your app and provide help where needed and if wanted~

also you know the knights can use elements thanks to their weapons? well if they went up against the witch of the same element, would the witch be able to use it against them? for example the fire knight goes against the fire witch and uses flames to shield himself... can the witch then try to control those flames?
Good question...I hadn't actually thought of that. In any case, the answer is yes, if a witch goes up against a knight that tries to wield her element against her, she'll be pretty much immune to his attacks. But then, the knight will be able to resist her attacks as well, unless she unleashes her full power against him, which she wouldn't be able to do for more than a minute. A knight would be at an advantage in that situation, since he would have a weapon - we'll say a sword, for argument's sake - that he could use to cut through that element (so, if the fire witch shot a fireball at a fire knight, he could nullify that by intercepting its pathway with his sword, which could then either dissipate the power, or absorb it) and through to the witch, who won't have a weapon.


Also, to make my post even longer...here is the app for my witch, the primary villain of the RP~

Alias: Poppy
True Name: Popola
Age: 20
Gender: Female
Affiliation: Witch
Weapon: N/A
Element: Nature, Light

Appearance: Poppy is 5’7” in height, although she appears to be smaller than what she actually is. She has a willowy, delicate frame, long-legged (although this is, perhaps, because of her chosen attire), slightly curvier than average, but not particularly well endowed. Her lithe and quite childlike figure makes her appear to be several years younger than what she actually is, and people rarely accurately guess her age.

She has a heart-shaped face, with hazelnut eyes, a nose that is slightly pointed at the tip, and long, wavy tawny brown hair, which is often adorns with a circlet of daisies, or a single rose. She does not wear it tied-back, giving her a wild, windblown look. Her skin is relatively evenly tanned to a light brown. Even without the ability to alter her pheromones to the point that any and all men (and some women) would find her desirable (or, depending on her mood, extremely dangerous) she would be considered cute, although perhaps a little too girlish to be truly beautiful in the manner of a mature woman.

Poppy wears short blue denim dungarees, leaving the nape of her neck, arms, legs from mid-thigh downwards, and upper back exposed, and leaving very little to the imagination, since she wears nothing underneath it. Within the many pockets of these dungarees she carries a variety of seeds, as well as a small wallet in the front pocket situated over her left breast, as well as a set of keys. She prefers to walk about barefoot, although she will often wear a simple pair of white trainers when in the rougher areas of London, to avoid stepping on broken glass or something far more unpleasant. She has a thick copper bangle on each arm, and a simple rope necklace with a tribal bone carving that she took a liking to.

Personality: Poppy is deceptively light-hearted: she is quick to smile, quicker still to flirt, and always optimistic. She spends a great deal of time singing and dancing, and her laughter is highly infectious. She is the type of person that is extremely difficult not to like, even if people find optimism irritating: she has a childish, carefree innocence about her that causes everyone but the most bitter of people to respond in kind, and those who don’t will feel extremely guilty when she starts pouting and sniffling (rarely crying) because of how “mean” they’re being. Poppy brings out both the best and the worst in people, depending on their nature: those without ill intent will find themselves responding to her unconditional affection in kind, and those with ill intent will see her as a prime target.

Poppy’s darker side is a unique mixture of sadism and masochism and, when unleashed, she fluctuates between the desire to dominate and the need to be dominated. Her light-hearted front draws people in, deceiving them into either believing they can take advantage of her, in which case she either allows them to or dissuades them of that notion – it depends on the person, and her mood at the time – or into trusting her, allowing her to take advantage of them. She sees life as little more than a game: people are but pawns to be exploited by those with greater intelligence and strength.

She takes great pleasure in inflicting pain upon other people, and will literally writhe in pleasure as they scream, but she also enjoys inflicting pain upon herself and being beaten by others: often, she will allow them to strike out at her first, drawing blood before she has her way with them, showing them how helpless they are: more helpless than they believed her to be when they started “playing rough” as she calls it. Yet despite this, she displays no anger; rather she displays a childlike need to exact punishment upon her victims, and be punished in return for taking pleasure in it. She is not above any form of debauchery, either: if it looks like fun, then she’ll do it…and, on occasion, even if it doesn’t look like much fun.

She allows people to punish her not only because she enjoys it, but because she herself enjoys punishing them, and she believes she needs to be punished for enjoying punishing them. Poppy has a mentality that is not far from a child’s idea of give-and-take when it comes to nice behaviour: treat her well, and she will shower you with affection, at least until she gets bored. Treat her poorly, and she’ll enjoy it before turning nasty and inflicting upon you what was inflicted upon her, giggling whilst she does it. Because of her childlike mind-set, it takes a great deal to get Poppy truly angry: anger often follows after she has cried, and Poppy rarely cries: she is, after all, “a big girl now”

Poppy lives by a very simple creed: Want, take, have. She sees it as her God-given right (quite literally) to do whatever she pleases, until she rises above her mortal existence and becomes a Goddess – and then she can do whatever she pleases on a much larger scale. Other people can either ride the wave, or be swept away. There is no third option. The world belongs to her, and other people just happen to live in it. She is drunk on her own sense of power, although she is very much aware that she is still mortal – this, amongst other reasons, explains her masochism.

Poppy is often the very epitome of a spoilt, petulant child. If things do not go her way, she will lash out, and if things still don’t go her way after that, she’ll throw her toys out of the pram…with rather spectacular results, considering her abilities. Despite her darker side that defies the idea of innocence, she has the mentality of someone half her age a great deal of the time, and considering her reactions to certain events, labelling her as immature would be an understatement. But that, too, is a front that she puts on, to draw people in, to deceive into underestimating her ability to take care of herself.

Bio: Poppy was born in England to a middle-class family, the youngest of three sisters. Her mother died shortly after giving birth to her as a result of excess blood loss and other complications, and whilst her father loved her as much as he loved any of his children, her siblings saw her as the reason their mother was dead, and Poppy grew up a miserable child, as she was frail and sickly as a child. Her eldest sister, who was twelve years older than her, treated Poppy with indifference, and her second sister, who was four years older than she was, treated Poppy as though she were responsible for her mother’s death, and punished her accordingly at every opportunity.

Poppy’s life took a turn for the unexpected on her eldest sister’s sixteenth birthday, when she was visited by a cloaked figure, who called himself the Horned King. Poppy had heard her sister’s startled exclamation from her bedroom – the walls in their house were hollow, allowing her to hear everything that was being said. He said many things that Poppy, four at the time, didn’t understand, but one thing she understood very clearly: he had given her magical powers. Scared that her sister would find out she knew and punish her, she pretended to be asleep, making no sound as she strained to hear the conversation going on between them. Her older sister, at the time, was staying at a friend’s, and her father was working late at the office, leaving just the two of them. However, after the conversation had ended, and her sister had gone downstairs and out of earshot, the Horned King drifted into her bedroom, hovering over her, saying nothing. She asked him (eventually, when it was obvious that he wasn’t going to eat her for hearing something she probably shouldn’t have) why he had given her sister powers, to which his response was simply “she has been chosen” which, to Poppy’s young mind, wasn’t really an answer at all. She then asked if she would get special powers when she was her sister’s age as well, to which he (surprisingly, because it was the first time anyone other than her father had done something she asked) agreed, stating he would return for her when she turned sixteen before disappearing, saying something like “It’ll be interesting to have siblings in the game…”

Since that night, Poppy’s personality changed drastically, and she became considerably more self-confident, filled with a child’s sense of invincibility, and she went out of her way to try and please her big sister, although she never said that she knew about her powers, afraid that she would be angry, since her other sister and her father didn’t know – presumably, it was supposed to be a secret, and Poppy was good at keeping secrets. This newfound confidence, however, made her a primary target, both for her older sister, who bullied her worse than ever, and other children in school, who didn’t like her superior attitude. Poppy gradually became more hateful as the years progressed, promising to herself she’d make them all pay when she got her powers. Her oldest sister left home shortly after acquiring her powers, leaving her older sister to take care of her when her father was working late at the office, and she became withdrawn, externally shy and polite, but inwardly, she seethed with rage and bitterness.

She briefly regained her confidence when her other sister turned sixteen, for the Horned King did not visit her to bestow powers upon her, something which pleased Poppy immensely. However, shortly after this event, her sister began to beat her, something she had never done before, fuelling her hatred all the more. Her father turned a deaf ear to her complaints, and if she told him with her sister within earshot, she simply beat her harder when her father had left. She learned quickly to simply endure it in silence, biding her time until, finally, the eve of her sixteenth birthday, when she was visited by the Horned King, who bestowed powers upon her, and told her something much more interesting besides: that, if she were to acquire the powers of the other witches that existed, she would obtain greater power still. This was better than she could have hoped for: she finally had the opportunity to prove that she was better than her oldest sister, who she had looked up to and had received nothing but cold indifference in return. She would show the entire world how much better she was than they, and she would make all of them suffer for hurting her.

She spent the next few days experimenting with her powers and, when her sister struck her, she turned the tables, calling forth a swarm of hornets, which covered her, stinging her and ultimately suffocating her. Unfortunately, her sister’s screams alerted her father, who was just returning home from work. Poppy had little choice – after all, her big sister had kept her powers a secret, so she should do the same – so she killed her father as well, crushing him within a cage of roots. She then expanded these roots to encase the entire house, destroying it and raising a tree in its place. She left a single Poppy over the corpses of her sister’s and father’s body, as a sign for her other sister, should she ever return, and then left, travelling to New Zealand, so she could discover the full extent of her powers, in preparation for when she had to face her fellow witches. Although Poppy had no intention of facing them in combat: after all, she was special. Why should she follow the rules?

After a year-long stay in New Zealand, where she fully mastered her powers, Poppy returned to England, making a small name for herself in the underworld as a drug dealer: she could simply force the plants she wanted to grow, and an unlimited supply mean that she could undercut all the other dealers. She ran afoul of the police, as well as rival dealers, several times, although by enhancing her pheromones, she could either project an aura so dangerous it would make them flee in terror, or make them so enamoured by her that they would do anything she asked of them. She kept the nicer-looking ones as pets of sorts in her house – she didn’t like apartments, due to the limited space, and the lack of plant life - making use of them whenever she felt like it, discarding them when she got bored: one word from her, and they would simply throw themselves off the top of a building. She made a name of sorts, for those that she killed personally she would leave with a poppy upon their often mangled, barely recognisable corpse. As the flower was traditionally a symbol of remembrance, she loved the irony of planting one at a murder scene. It also served as a trail of breadcrumbs for her sister, should she be following her, although as she never once saw her sister, she doubted that she was even aware that Poppy was still alive.

Poppy stumbled across the Witch of Light purely by chance shortly after she turned 19; the tawny owl she was in control of at the time spying the Horned King’s cloaked form leaving from a nearby house, having just visited a girl and given her the powers of a witch. For a time, Poppy simply watched the girl, attempting to discover her true name by chance: however, she quickly grew bored of waiting for her to slip up. She discovered the nature of her powers extremely quickly, since the girl could just not resist showing them off. She changed tactics, finding out as much as she could about her, and then staged a convenient meeting by setting a neighbourhood dog, which was notoriously foul-tempered, on her at night, when her powers would be at their weakest, and then coming to her rescue, as a normal girl who just happened to be out on a stroll.

Poppy quickly made friends with the girl after that, operating under the pseudonym of Emma, and as chance would have it, she was openly bisexual, and extremely naive. Poppy had had a great deal of experience by that point seducing both men and women through use of her powers, as well as her natural charm. Within a month, the two were sleeping together and, after almost a year-long relationship (something that bothered Poppy immensely, because she couldn’t keep any other pets) Emma foolishly revealed her true name to Poppy on the day of her 18th birthday, seeking to bind the two of them together. Things did not, however, go as she had planned: Poppy immediately turned on her former lover, taking a sadistic delight in revealing her power before absorbing the other’s soul, and acquiring her abilities. She was then visited, much to her delight, by the Horned King, who congratulated her for being the first to acquire the powers of two elements, explained in a marginal level of detail precisely what abilities she had gained, and how her own were now enhanced, and then left. This was the third time he had visited her, and he had only visited the others once, on the eve of their 16th birthday. It was obvious, in Poppy’s mind at least, that he had chosen her to be his bride, and that the others were just a nuisance, failed subjects he had been experimenting with before he found her. This only served to fuel her drive to succeed, to acquire the power of all the elements and so rise to become a Goddess.

She left England once again, never staying in one place for more than a couple of weeks, taking some time to master her newfound powers of Light – cautiously, for whilst she was certain that her sisters could not sense her increased power, it didn’t hurt to be careful; it was her game, and they’d play by her rules - before finally returning to England shortly before she turned 20, purchasing a rather luxurious and expensive apartment (which she quickly populated with plant life) in central London – money was never really an issue when you could grow your own drugs and undercut all other dealers or simply have animals steal it for you, after all – and settled in to wait, believing that, eventually, her fellow witches would come to her, for they too were no doubt searching for their kin, hoping to acquire their powers. Of her big sister, she was no longer concerned: they would meet eventually, and when they did, Poppy would show her just how strong she had become…moments before she stripped her of her powers, and then visited unto her what she had been made to endure as a child.

Character theme: http://www.youtube.com/watch?v=DoQaS6RDaCQ
Battle theme: http://www.youtube.com/watch?v=wuIRIGNietg&feature=related

My Knight profile will, hopefully, be up by the end of the week.
 
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