The Abyss of Chaos [Sign ups and Discussions]

Saga

ice ice baby
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The world had always been perfectly balanced between the two primary forces of good and the void. Conflicts were few and far between and the lands knew not of war or strife. The Abyss of Chaos had forever kept this blissful balance, protecting the Core of Magic and allowing only minimal Magick and Arcane energy to flow onto the lands. The Abyss became known over time as the Planets' Protector for it prevented the full destructive force of the energy deep within the Core to wash over the realm.

Terrin, an Empire that has always been looked upon as the center of the world all respects, soon came to be the only believers of an ancient legend foretelling of the Magickal Holocaust that would befall the planet. This legend spoke of how the destructive energies deep in the Core would erupt through the Abyss, ravaging the lands and destroying all life as it was known. The other kingdoms once believed this story too, but gradually it became nothing more than a myth, a bedtime story told to children.

Yet Terrin continued to believe, trusting that should the legend come true, the Five Warriors would also be more than just a fable. Perhaps they people needed to believe such valiant warriors existed for their own peace of mind, for the lands were finally beginning to taste war as the energy slowly forced its way upon the planet in increasing doses, slowly taking its followers and urging them to destroy each other. Yet none foresaw this as the beginnings of the Magickal Holocaust.

Terrin slowly began to lose its reputation and as the people refused to disbelieve the legend, they soon came to be ignored by their neighbours. In time, all that was known of Terrin was its Assassin Guild. This guild was the only thing that still connected the Empire to the outside world, yet Terrin was still nothing more than a shadow of its former splendor and no longer held complete dominance over the world.

And then it happened. The raw energies in the Core of the Abyss finally broke free, the Abyss unable to hold them back as they burst forth. Magick pushed its way out first, tainting the Abyss with its passage and turning it against the good force known as the Arcane. The Arcane struggled to follow after the Magick to nuetralize the malicious energy, finally managing to escape but it came upon the planets' surface too later.

The Magickal Holocaust, an event that all but wiped out the planet. Terrin lay as nothing but a shattered Empire and the surrounding kingdoms had come off no better. Humanity had all but been wiped out, very few managing to survive the Magical onslaught, Arcane managing to save but a few with the power it had already seeped upon the planet. The Arcane force searched, seeking her chosen few from what remained of the Holocaust. There were very few to pick from, but it did not take the Arcane long to decide upon her Five Warriors of Legend. An Assassin and her summoning sister were the first to feel the touch of the Arcane Energy. Next came the choosing of the Knight and she fed her power to him happily. The Mage, to him she poured the most energy and the Hunter, to whom she granted the gift of Nature Arcane. These Five Warriors would be her only hope of restoring the Abyss to what it was as now greatly weakened from giving away her power, the Arcane manifested herself and went into hiding.

The Magick knew the moment it successfully freed itself that the Arcane would soon follow her to counter her attack. It was this reason alone that she poisoned the Abyss upon her passing. The moment she manifested herself upon the Planet, her seach began. Just where the Magick now waits for her chosen three is unknown, but she sits, pouring her power into the three men, those who would prevent teh Arcane from restoring the planet.

For if the Arcane is successful and Abyss is returned to normal, the lands will once again flourish...

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TAKING ROLES

The Eight (Ten if you count the Arcane and the Magick) are invite by myself only characters and all eight have been offered to various people. This Roleplay requires a little bit of a higher standard of writing than some others.

However, Lesser characters can be created by anyone under the understanding that there is a 80% chance of them dying before the end of the RP and even if they survive, they cannot take part in the main part of the final confrontation (The Arcane VS The Magick/Void). They can of course face each other.

MAIN ROLES

ARCANE:
-- The Assassin (female) ~ Red (Viktoria)
-- The Knight (male) ~ Reserved
-- The Sorcerer (male) ~ Reserved
-- The Hunter (male) ~ Reserved
-- The Summoner (female) ~ (Jess)

MAGICK:
-- The Guardian of the Void (male) ~ Reserved
-- The Abyss Berserker (male) ~ John Henry Westhead/Force (CassinoChips)
-- The Abyss Servant (male) ~ Reserved (Addle?)

LESSER ROLES


ARCANE:
The Squire (male)
The Ninja (male/female)
The Thief (male)
The Monk (female) - Reserved (.Hope)
The Dancer (male)
The Songtress (female)
The Orator (male/female)
The Time Mage (female)
The Mystic (male/female)
The White Mage (male/female)
The Magical Gunner (female) - Reserved (TipsyNaruto?)


MAGICK:
The Dark Knight (male)
The Archer (male/female)
The Samurai (male/female)
The Geomancer (male)
The Dragoon (female)
The Mime (male/female)
The Black Mage (male/female)

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DEATHS

The majorty of lesser roles will run into situations which could possibly get them killed. If your character is killed, you are allowed to come back and create another. You can have up to Three lesser characters at any one time.

Bear in mind that sometimes you characters death will NOT be under your control. This is the understanding you take when you create a lesser character. Do not start coming to me and complaining that one of the main characters took over and killed your character. It's going to happen, deal with it and move on/create a new character.


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POST LENGTH
The usual post length requirement is five lines. This RP will require you to write at LEAST eight a post. I've worked to get the best writers I know of into the main slots for this RP for one reason. I'm HOPING that seeing the length they post and the detail and such that goes into it, other writers will be inspired to do the same. so you could say this RP is an RP to aid new RP'ers etc in gaining confidence and such. etc etc

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THE TEMPLATE

Name::

Age::

Race::

Gender::

Class::

Personality::

Physical Description::

History::

Weapon/s::

Strengths::

Weaknesses::

Additional Information:: -for anything else you may want to add-

 
Last edited:
/deja vu.

BERSERKER TEMPLATE

Name::
John Henry Westhead. Referred to as "Force" by those acquainted with Magick.

Age:: Indeterminable. At the time of his encounter with the power of Magick, his human body was 34 years old.

Race:: Human.

Gender:: Male.

Class:: Warrior.

Personality:: Force is the consummate Alpha Male. Exuding confidence, arrogance, bravado, and raw power, Force believes himself to be the genesis of a new - and in his mind, vastly improved - version of humanity on the planet. From this mindset, he has neither the time nor the patience for anything that he views as a lesser, weaker, inferior being, which includes all beings on the planet, save one. Force only respects those who have more power than he does, therefore he respects no mortal being.

Force is amoral. For him, there is no such thing as right and wrong. There is only the attainment of power and the exertion thereof over lesser beings. Force seeks to create a new world devoid of the frivolous morals humanity often lived by. In his eyes, those ethics and values failed, as their world was ripped asunder by the Magickal Holocaust. Failure, to Force, implies weakness. And weakness is unacceptable. Only when these morals are thrown away will humanity progress to the next step in its evolution, with Force as their leader and as the physical embodiment of the power of Magick. Force sees himself as the necessary catalyst for the inevitable change the planet must undertake.

Force is vain. He was an attractive, handsome, well-built man before he was corrupted by Magick, and he remained so, if not augmented to appear even more so, after the encounter. He takes pride in his appearance, in his physical prowess, in his swordsmanship, in his dexterity with his chakram and bagh nakh, in his mental acuity, and in his affinity with Magick.

Force is blunt. He will tell you like it is, when it needs to be said, with no punches pulled. If you can not handle it, you are weak, and not worth the time of softening the blow. He shows little, if any, emotion at any time, except in battle. And his only emotion in battle is rage.

Physical Description::
warrior.jpg


Armor style depicted in image is carried through to the rest of his body, including gauntlets and boots. It is plate mail, made of thrice-tempered steel, thick, heavy, and hard as adamantite. Underneath the armor on his torso, Force wears tightly knit chain mail. All told, armor weighs approximately 75 lbs (34kg).

Force is a giant of a man, standing 7'1" (216cm) tall and weighing 295 lbs (134kg), all of it solid muscle. He has straight, dark brown hair, medium-length. His eyes are hazel, with a jagged black streak running diagonally through both irises, a mark of the taint of Magick.

History:: John Henry Westhead was born in Terrin, 34 years before the Magickal Holocaust, to Henry and Joanna Westhead. The Westhead family was moderately well-known throughout Terrin's storied history. As members of the merchant class, the Westheads traveled in many circles and the family name pops up here and there through various incidents in the Terrinian histories. As Terrin devolved more and more into a declining state obsessed with the fable of the Five Warriors, the Westhead family began to grow in influence. As the aristocracy crumbled, the merchant class rose to fill the ranks, and the Westheads were among those who led the charge. True to their merchant heritage, the Westheads and other families who made up the new upper class catered to their customers and began trading in relics, artifacts, and magical tokens.

Thus, John Henry Westhead found himself born into a family of means and influence, albeit over a crumbling, devolving society. An only child, John Henry wanted for nothing during his upbringing. His parents were caring, but distant. Henry, his father, often worked twelve hours a day, stopping only to eat, sleep, or partake in certain activities with women who were markedly not his wife. Joanna Westhead was a social butterfly, who proudly displayed her wealth and influence in her clothes, jewelry, and other material goods. She was absent most every most night, and slept much of the day in recovery. John Henry was sent to the Academy, the strongest school in Terrin, through the age of 12. He proved to be a bright student and consistently earned the top marks in his class. His instructors praised his intelligence, but were concerned at the arrogance he showed toward his classmates. John Henry also had a tendency to bully and intimidate some of the younger, smaller kids, as he was always big for his age.

On the day of his 12th birthday, John Henry was sent to a military boarding school outside of Terrin, deep in the Bedard Forest. He excelled there, much as he had at the Academy. His academic work was consistently in the top of the class, and he proved adept at learning the various weapon skills taught in Bedard. However, despite all his successes, he progressed rather slowly through the ranks of the military aspect of the school. He chafed under the leadership of older students that he outperformed in the classroom and on the parade grounds. John Henry was insubordinate, subversive, and generally a malcontent. Deemed unfit for leadership roles, John Henry stagnated at the rank of Second Lieutenant, never reaching the full commissioned position of a graduate of the academy - Major.

Upon graduation at the age of 20, Westhead turned down every offer he received from legitimate military institutions - and the ones he received from the less than reputable paramilitary groups -and left the Bedard Forest as a mercenary. He had grown to his full height of 6'6" (198cm), and was an intimidating physical and intellectual presence. Westhead bounced around the countryside, taking odd jobs here and there - escorts, bodyguard duties, minor skirmishing, even the occasional assassination. For nine years, he carved out a meager living, mostly surviving on wild game he hunted in the forests, and sleeping wherever he could find a quiet place. An inn, if he had coin to spare - a rare occurence - or a hayloft in a barn, or up a tree.

Gradually, over the course of those nine years, he came to question himself and his manner of thinking. If he was so talented, and admittedly superior to his peers in many ways, why was he suffering as an unknown, scrambling to survive from day to day? He cut his losses, swallowed his pride, and returned to Terrin. He went to his family's business, now run by a cousin from his father's side after the passing of Henry Westhead and the ... eccentricities ... of his widow, and took a job as a store clerk. His talents were such, however, that he quickly ascended through the ranks of the franchise's hierarchy. His intelligence allowed him to negotiate prices that benefited him and his company, and his physical presence helped persuade other merchants where words could not. After three years, he was the de facto owner/proprietor/CEO of the business.

Alas, it was improper for such a prominent businessman in the upper echelon of Terrin's society - such as it was - to remain unmarried. John Henry Westhead took a wife, and his marriage became much like that of his parents'. John Henry was never home, whether he was at a store, off on business trips to other cities, or spending the night in a brothel in the Upper District. His wife, Anne, amused herself in much the same manner his mother had; she attended various social events and was often seen on the arm of men not by the name of Westhead.

In the year before the coming of the Magickal Holocaust, Westhead finally began to feel the pull of Magick's influence. His physical and intellectual prowess had provided him a buffer against it for longer than most. But, eventually, it simply overwhelmed him. He began to return to his warrior roots, disappearing into the countryside for days at a time, returning home covered in blood that was very rarely his. In the chaos in the month leading up to the Holocaust, he didn't even bother leaving the city limits to do his killing. He became a veritable demon, haunting the streets of Terrin, his bloodlust insatiable. The Assassin Guild had placed a mark on him after he killed one of their members, but none could finish the deed. Westhead was too strong, too smart, and too vigilant.

Then came the Holocaust.

At the onset, Westhead had gone insane. His bloodlust had consumed him, and he was nothing more than a walking killing machine. At some point, a massive explosion rocked Terrin, and Westhead was thrown completely out of the city, into a small wooded glade. The branches arrested his fall, and were the only reason he survived. He remained unconscious, severely wounded with several broken bones and internal injuries. He lay, barely alive, for nearly a week, until an aesthetic who lived in a nearby cave happened upon his body. The hermit managed to put Westhead's body onto a litter and dragged him back to his home to tend to his wounds.

Under the care of the hermit, Westhead gradually recovered. As he slowly regained his strength, he could feel the bloodlust returning. He was too tainted by Magick to ever return to his former life. Surprisingly, this did not bother him in the slightest. Had he known there was nothing to return to, it would have bothered him even less. The Magick spoke to him, seducing him with his raw power. He broke mentally, and completely succumbed to its will. The Magick took Westhead's mind and sent him through the history of Terrin, forcing him to partake in virtually every murder, battle, and ill-intended act ever dreamt up. The Magick completely broke Westhead down. Then it began to rebuild him, whispering to him of his potential power, calling him the chosen of the Magick, its physical embodiment, the Force of its will, fanning the flames of the arrogance of his previous life. When he finally awoke, he was Magick's creature, body and soul.

Magick had augmented his physical and mental abilities. He grew taller, bigger, stronger, faster, and his intellignece deepened, as did his arrogance and single-mindedness. Despite the changes, his appearance remains strikingly human, the only outward mark of his experience with Magick being the jagged black streaks through the irises of his eyes.

Weapon/s::

Zweihander
is

From pommel to tip, the sword is 6 feet (183cm) long, and is constructed of the same thrice-tempered steel as Force's armor, but is polished to a silver sheen along the blade. The blood channel is decorated with a geometric pattern of intertwining blue and yellow lines. The crosspiece is a darkened version of the steel. The grip is tanned, treated leather, wrapped with strips of catgut. Set it the hilt is a Magick-tainted diamond, which allows for activation of Force's Runic ability. When not in use, Force carries the Zweihander in a scabbard slung over his right shoulder.

Twin Chakram
is


Made of a golden alloy, these throwing weapons consist of three fused pieces of curved metal, each 12 inches (30.5cm) in length on a straight line from tip to tip. The distal ends of the metal are edged, 3 inches (7.6cm) worth on both sides. The design of the weapons forces them to travel in a circular arc, which, if left unimpeded, will allow the chakram to return to the thrower's hands. The blades are sharp enough that, if thrown with enough velocity, the chakram will slice cleanly through a wooded plant with a circumference of 12 inches without losing velocity. When not in use, the chakram are holstered on a snap-release thong at Force's right hip.

Twin Bagh nakh
ttoy112.JPG


Made of the same gold alloy, the pinky and index finger go through each individual hole. The interior blades can be turned toward the palm and hidden from view, or turned outward to inflict damage. The straight blade is on the outside of the hand, off the pinky finger. All four of the blades are edged. When not in use, the bagh nakh are kept on a snap-release thong at Force's left hip.


Strengths:: Physical strength, mental acuity, dexterity, agility. Force is attuned at all times to the will of Magick, with whom he shares an essentially telepathic link. Because of this link, Force has an affinity with the darker, Magick-tainted aspects of nature, allowing him to manipulate his natural surroundings to his will. The more pungent the taint, the more easily he can coax nature to perform his wishes. Force can also manipulate shadows within a one meter radius of his body.

His lack of morality allows him a single-minded sense of purpose. There is no second-guessing once a pattern of thought has been put in motion.

Weaknesses:: His power is largely dependent on the presence of Magick. If the Arcane force is more prevalent, his powers diminish. This includes his ability to commune with Magick, as well as his manipulation of nature and shadow. If Magick is completely absent, and/or the Arcane is too well entrenched, those powers become severely limited or non-existant. Night makes him relatively stronger; day, relatively weaker. In the weakest possible state, however, Force is still a physical presence. His strength, agility, and intelligence remain far above the expected level of a "normal" human warrior.

Additional Information::

Runic - Much like Celes in FFVI, Force has the ability, through the Magick-tainted diamond embedded in the hilt of his Zweihander, to absorb magical attacks. Once activated, the Runic ability will absorb the next magical attack performed, regardless of who casts it. Once absorbed, Force has the choice of absorbing or reflecting the magic. Runic has a cooldown, starting at 60 minutes (4-5 posts), and increasing by 15 minutes (1 post) per use. The cooldown resets to 60 minutes at the end of any single battle.

Runic Absorb - The magic is converted to healing energy, restoring Force. The stornger the spell, the more is restored, but no more than 1/5th of Force's total health can be restored by a single Absorption.

Runic Reflect - The magic is sent back at the caster, but with diminished returns. The reflected magic only deals half the damage it would have dealt had it struck Force successfully.

Rage - Force is a berserker, after all. Force can either activate this ability himself, or be prodded into this ability if he senses a seemingly inferior entity getting the best of him in battle and putting him in a near death state (Less than 10% health). When the ability is activated, Force's physical strength, agility, and dexterity effectively double their capacity. His attacks cause double damage, his ability to dodge doubles, and his speed doubles. While enRaged, Force will focus his attacks exclusively on the adversary who placed him into Rage status, ignoring all others. Rage will only dissipate after the death of Force's victim, or of Force himself. If self-activated, Force is unable to send himself into another Rage state for 180 minutes (~15 posts). The health-dependent Rage state can still be activated, however.

While enRaged, Force does not go through any significant physical changes in his appearance. The only noticeable difference is his eyes. The irises turn jet black, and the whites become blood red.

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Author reserves the right to tweakage/addition/deletion until the RP starts.
 
Gotta dig one of my old bios ^_^
Any role you might want to give me Vikki hun :kinky:
-Parallel Stories: Another World-
~Introduction~
Have you ever imagined of wondering how you would be if the world you existed were different from the one you currently are? Ever pondered on the idea of being completely opposite to the kind of person you are? Perhaps, somewhere out there, there exists a world in which we are ourselves in a different life, leading different roles and pursuing different goals. Those who are good might be evil, and those who were once wicked could have been saints. In another world, Julius Argent Aurelius strayed from the path of Good and became an agent of rage and malice…

Name:
-Julius Lenarth Argexis
Nickname:
-The Crownless
Date of Birth:
-March 24
Alignment:
-Neutral
Race:
-Human
--Description: The humans...descendants of the Supreme Being the one known by many as God and by others as "The Life Force". Bearers of the powers of Creation and Destruction, the human beings inhabit the realm beneath the cerulean skies leading their distracted and sometimes blunt lives and always in ignorance of their future. The wage wars between themselves only to determine the supremacy of the strong above the delicacy of the weak and defenseless. Being descendants of the Heaven Lords, humans also hold deep within a fragment of the divine light, a power which holds the key of the origins of our universe. The divine light, a power so great and so pure that was capable of creating life, yet in the wrong hands would cause only grief and destruction.

Place of Birth: Mirnaria, Crimson Twilight Empire
-Description: The Crimson Twilight Empire is an opposing force and greatest rival of the Scarlet Kingdom. Both of these empires are located in the continent of Azmeria, a land of sublime beauty and splendor usually famous for the large amount of visitors who arrive to the port towns each day. The coast has many commonly visited beaches surrounded by palm trees and fishing towns besides the two larger towns; Daian and Megid. Much of the continent is covered by immense forests and mountains bisecting the continents in several valleys and plains. Countless ruins of temples and castles lie scattered all over the continent, as well as landing sites of meteor showers from countless centiries and even eons ago. The continent of Azmeria is divided by the rivers and lakes in thirteen territories, each of these territories having their distinctive towns and society (you, as a character can become the duke, or king of a province if you do well in the RP.)

The most important Location, the Scarlet Kingdom, lies in the depths of the chain of mountains surrounding it, near the southwest of the mainland (which is shaped as an irregular quadrilateral which has several land masses sprouting from it and several islands on the northwest and southeast). The Scarlet Empire is only accessible by the crossing the Marlian Valley, and if you are brave enough, by crossing the Forbidden Swamp, a place very little adventurers dare to enter. The Forbidden Swamp holds within it an ancient uncharted shrine, long since abandoned and forgotten.

The Scarlet Kingdom, having its capital at the very center of four districts surrounding the four corners of the province, is very well developed in terms of technology, culture, knowledge, and alchemy. Many of the most famous alchemists have studied or at least, have visited this place.

Most of the architecture found here can be compared seen as being inspired by the expression of feelings, such as building very tall and complex building with pointy arcs and many decorations. Most of the colours used are white, blue, and gray, and very rarely, black. The capital of the Scarlet Empire is known as Selenia, and it holds one of the greatest libraries of Azmeria. It holds many buildings such as taverns, Pubs, Inns, temples, and of course, The Argentum Palace, known as such due to its splendorous whiteness and tall edifices. It was built as a rectangle with a five stories tower at every corner and a hexagonal building surrounded by a garden in the center. The Hexagonal Building contains the palace chambers, the courtroom, The Royal Library, and the basements holds the chambers of the Scarlet Knights as well as several training grounds.

On the other hand, The Crimson Twilight Empire is a military oppressed metropolis where there lies a vast amount of commerce which in fact is merely used to support all the activities of the militia. The Crimson Twilight Empire has the Twilight Metropolis as the seat of the empire, with its streets being well fortified and the buildings being red with light brown roofs. Deep within the Metropolis lays the Red Palace, the place where Emperor Diaz acts as the supreme ruler and tyrant of the empire.

Build:
-Strong
+Howbeit Julius has strengthened his body through years of physical training, he is nowhere near as huge as a walking mass of muscles, and instead he has a well defined muscular structure carefully honed by intensive training on both endurance and speed. In summary, one could say he has somewhat the athletic build of a gymnast.

Gender:
-Male
Skill:
-Right Handed
Initial Age:
-19 (prior to participating in any Role Play)
-Current Age: 19 (will change as participation in Role Plays continues)
Appearance:
-Julius is a tall six foot man who weights around 187 pounds, with a dark aura surrounding him. It is as all the hatred contained deep within his heart could no longer be contained by the cold, icy shell cast around his soul and with the feeling being so intense that it just bursts out of him. The man wears his brunette hair at shoulder length, split on the middle and left loose at the sides, with some of his hair covering his eyes without limiting visibility. His eyes are oval shape with dark, wide arc shaped eyebrows. Both of his eyes are different in colour; with his left eye being emerald light green and his right eye being completely jet black. Both his ears and nose are fair in size, with his nose being round at the tip. Julius’s mouth is small, with his upper lip being slightly thinner than his lower lip, and the colour of his lips is fairly darker than his skin. He has light tanned skin, with a slightly rough complexion although the skin of his face is rather smooth. His body is not bulky, although he is well toned and quite athletic. His hands are small with dark fingernails. Julius neck has average length [approximately of 2 inches long and 3 inches wide], not too long yet neither bringing his head too close to his shoulders.

Attire:
-Julius usually wears a black leather coat that reaches the level of his calves, with silver buttons engraved with a lion’s head decorating it. The coat also has the image of a silver cross on the right sleeve, which starts at shoulder length and ends right at the wrist (The coat has several pockets in which Julius keeps small items such as rings, pendants, or keys). He wears a pair of dark brown deerskin fingerless gloves with a thin (1/8 of an inch) metal plate on top of the back of his hand which shifts to his knuckles when he tightens his fists. His coat also has two metallic pauldrons (shoulder pads) which are attached to his coat with screws. The pauldrons have small orifices (three per pauldron) right where the arm joins with the upper part of the torso. Julius’s coat also has small, diamond shaped elbow pads made with a flexible yet durable material and covered with thin steel plates.

Underneath his trench coat, Julius wears a battle hardened breastplate which covers most vital points, mainly the heart. He also wears a reddish turtle neck vest beneath the breastplate, with leather wrapped in the form of an “X” across his chest. He also is seen using black leather pants held with a dark brown leather belt that has a lion’s head plate like emblem on the middle. Julius also wears a pair of black boots with plates covering the area of his toes and ankle.

Among other things, Julius wears a silver chain necklace which bears a sword shaped insignia, and a silver ring engraved with arcane runes and a red gemstone embedded on the ring.

Weapon:
+Weapon’s Name:
-Ever Dream
The Ever Dream is a long sword fashioned after a rapier with a full length of 4 feet and 6 inches from the tip of the blade to the opposite side, the pommel. The sword is double edged, and it weights around 9 pounds, and it was forged as full tang, consisting of a single 4 feet 4 inches metal piece (the pommel adds the extra 2 inches to the full length). The tang goes full through the grip and threaded the end for screwing on a pommel. The pommel is shaped in the shape of a sphere, weighting about 4 pounds to add as a counter balance of the remaining 5 pounds that make up the rest of the blade. Immediately follows the grip of the sword, which was made by attaching two iron thin plates and covered by wood and wrapped with a layer of leather. The leather used in the construction of the blade was kept underwater for about 2 hours and then wrapped tightly around the grip. Following up to the hilt lies a 6 inches long cross guard, which has several rings that extend forward from the cross guard piece and knuckle bows that would wrap around the wielder’s hand (or hands of used with both hands) that resemblance several “dragon” like wings. On the very center of the cross guard, at both sides of the blade, lays embedded a crimson stone said to have magical properties such as engulfing the blade with either flames or lightning (refer to Skills Section for more details).

After the cross guard lays the ricasso, or shoulder of the sword which extends up to 6 inches forward. On the surface of the ricasso, there are two mysterious symbols engraved at both sides rumoured to have been ancient runes for protection and magic. The full hilt is dark red, being the grip the only exception with its colour being brown. After that, we have the section between the ricasso and the Center of Balance, the forte, which is extremely sharp. The blade in general measures about 3 inches from one side of the edge to the other and about 1 inch wide. Lastly we have the part between the Center of Percussion and the point called the foible, which is slightly less sharp than the forte. This full part is shaped after an Isosceles Triangle, so if we were to draw this triangle on top of the section of the Center of Percussion, the foible, and the point, the triangle would have a base of 2 inches while the other two sides would be around 4 inches long.

+Accessories:
The scabbard is the sheath used to keep the sword when not in use and is made of black leather, with metal plates covering the tip or the chappe, and the part where the ricasso, of the sword rests is called the locket. Several runes are engraved at both sides of the scabbard. The scabbard is fixed to a leather belt which Julius wraps around his waist. Usually, the sword is well hidden and covered by Julius’s long trench coat.

Strength:
Julius is an average sportsman who has dedicated much of his youth to both physical and mental training. As a result, he exceeds the strength of an average man who is, at least, quite physically active. Nevertheless, he is not capable of lifting anything who weights more than his current weight (187 pounds) unless he uses both hands and using both his lower back muscles and legs to help in the process. Julius also is capable of fighting bare handed, however; his punches would not do much damage unless he hits unprotected parts such as an opponent’s face (if the opponent is not wearing a helm). His legs however, are proved to pose a significant threat able to kick opponents’ off their feet who weight less than 160 pounds. Larger opponents enduring such attack would be slightly budged if the hit is taken directly at the torso, or knocked off balance if hit somewhat near the head. Lastly, although Julius’s sword is two handed sword fashioned after a Rapier, he has been seen to be able to wield his sword with one hand with ease and considerable quickness.

Reflexes/Speed:
Julius’s reflexes have been worked out through his whole life to the point of granting him an extremely sensitive awareness to incoming attacks. This skill becomes more intensive if the encounter is a close range combat, and it becomes less and less accurate when the distance is increase (nevertheless, this loss is compensated by his sight). Julius is able to fend of quick blows with his sword with relative ease, and sometimes dodge swings made by large weapons such as two handed broadswords, large axes, halberds, spears, et cétera. Unfortunately, this proves to be also a slight weakness since Julius’s depends on his hearing to focus on dodging attacks, meaning that extremely loud noises would render him unable to dodge blows and would make him expend more effort on blocking attacks with his weapon which consequently places an extra toll on stamina consumption.

In terms of speed, Julius is capable of running at 27 mph and performs astonishing leaps by focusing most of his adrenaline on his legs, however this also increases stamina consumption which also affects the amount of time he is capable of fighting.


Endurance:
Julius is able to endure a max of three hours (which would be about 8 RP posts) in a battle at an intense pace, however he would have to increase the amount of air he inhales and exhales during the battle. When taking direct hits, Julius usually stumbles a little, leaps away from his enemy and then proceeds to take back his original fighting stance. If the attack is either blocked or deflected with his sword, this will have little effect on his offensiveness and Julius will be able to keep his stance unaffected. Constant running would also place a strain on Julius’s leg joints which would contribute to premature exhaustion if he does not slows down the pace in-battle.

Fighting Style:
Julius can be considered a kind of spell-knight; a swordsman who relies on both magic and quick sword movements to overwhelm his opponents. In battle, Julius usually holds his sword horizontally with his arm (right) slightly stretched -the tip of the sword aimed at the opponent as if made to aimed the next strike to the desired area of the opponent’s body howbeit this is sometimes done to confuse the enemy in an attempt to make him/her believe Julius will attack an area while leaving other vital points exposed. In general, Julius combines quick leg movements and jumps along with sword swings to increase the intensity of his sword strikes.

Magical Skill(s):
Julius arsenal consists of both pyromancy and necromancy. The pyromancy allows him to produce fireballs of different sizes which he would shot like projectiles and might be able to control even after the attack is launched. He is also capable of creating firewalls about twice his size and protects allies against fire based spells, and lastly, to engulf any objects he touches into a blazing storm of flames. Usually, it would take magic of the water/ice element reaching the freezing point to null most of his fire based spells. The necromancy, which Julius has sought to master, allows him to have limited control over dark beings such as ghouls, specters, demons and even take advantage of malice inside the heart to possess beasts and even humans. Julius also can combine both necro and pyromancy to infuse most of his fire based spells with dark energy, which consequently changes the elemental attribute of his spells to darkness. He can manipulate nearby beasts up to 10 feet away from him, and the more of these monsters he controls, the heavier the burden will be on his mind and body. Actually, he can only control up to or around 20 beasts at the same time if fully concentrated, of course, he would not be able to attack head on by himself and instead will rely on an evasive strategy. When it comes to taking advantage of fallen enemies, Julius will simply use his necromancy to give them life and so they will rise as mindless fiends aiming only to destroy all within range, ergo, Julius would not need to control them directly.

In general, the amount of energy consumption (energy that would strain mental focus) depends on the intensity of the spell. For example, an array of fire projectiles would not pose much of a cost if not abused, however; if Julius wishes to create a fireball three times his size this would completely exhaust his energy reserves and let him vulnerable for a direct hit. Still, Julius is able to quickly recover from this vulnerable state if given the chance. Finally, if Julius were to focus all his being on a target, he is capable of engulfing his opponent in several flaming walls and ultimately wraps them in a sphere of massive flames and makes it explode after launching one final projectile at the flaming sphere.

As a last resort, Julius would condense all his power inside his body until he begins to burst a reddish flaming aura. Upon releasing the energy, all his surroundings including himself would be engulfed in an immense explosion that would obliterate anything near him but at a high cost; the attack would cause Julius to turn to ashes…

The range of this attack (baptized as "Birth of Nothingness") can release an energy equivalent or around the potency of 600,000 tons of TNT, quite enough to erase a whole archipelago or even a large continent. Of course, the more energy he gathers, the greater the range will be (a post counts as a countdown with a max being on 10, if he reaches then without being stopped the range will double up to 1,200,000 tons of TNT enough to instantly incinerate anything in his path along with himself).

Personality:
Julius has a cold, cocky and arrogant almost of the point of being completely self-centered and uncaring of other beings. He usually hides his feelings underneath a very thick layer of hard cold ice. Deep inside Julius, there seems to be a very corroding resentment against the world for how failed his fate has been even to the point of feeling pure hatred. As his anger grows, so does his power and his cruelty. Julius has become at this rate a man who does not hesitates to deliver the final blow to extinguish any life. The truth is that Julius is jealous, jealous of people who are happy and of people who have the honor, prestige, family, richness, and fame he has sought for so long and have been denied so many times.

First Impression:
When first encountered, Julius can be seen as an aggressive and intimidating man whose eyes are said to have the blue light of the cold heart of a demon. If sought to approach him, Julius would always be on the defensive and occasionally he will reach the grip of his sword to prepare himself to unsheathe it. The only way to start a conversation with him is if he either starts it himself or if he is challenged to a one on one duel.
Interests:
Julius seeks power beyond his wildest dream, a power so great that his hands would be little to hold its immense energy. Above all else, he seeks to be revered and respected, even if he relies on sinking fear deep into the hearts of his enemies. Interesting enough, what Julius wishes deep inside is to redeem himself or being forgiven. Nevertheless, seeing he has gone this far there’s little hope for him for redemption.
Likes:
Power, fame and glory…these are the words synonymous of succeeding in life for Julius. The intensiveness of a well hard fought battle also grants some sort of satisfaction for Julius, and it might be the only way to obtain his respect.

Dislikes:
Everyone he deems as unworthy of standing before him. Julius will not hesitate to attempt to mentally crush his opponents with his venomous tongue and ill willed critics.
Enemies:
-Mankind and himself
-Non specified at the moment.
Allies:
-Himself and his sword…
Background:
+Will develop as participation in RPs progresses+
 
Are you wanting the Knight back, Juju? =3 I was going to ask you if you still wanted that role. But forgot to last night. :gonk:

And yay, Jesse. ^_^
 
Any thing you wish dear :kinky:

I am growing quite fond of this emote :kinky:

:kinky:

On a side note, can we avoid posting so fast in the RP? Sometimes this leaves other players behind when they are unable to post due to time limitations and life shores. How about a post every 12 hours or a post per day?
 
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Here is the lesser character i was going to use in the old one. Wait for a bit until i touch it up a little before approving it if you could, Lindsey.


Name::
Akyria Morrowind

Age:: 20

Race:: Human

Gender:: Female

Class:: Magical Gunner

Physical Description::
Height:: 171 cm
Weight:: 58 kg
Eye colour:: Deep chestnut brown
Hair Colour:: Silver
Akyria possesses a body that emphasises grace and beauty. Her body is slim and slight with long graceful limbs. Preferring the elegance of speed and agility over brute strength, her build is slight, shown by her toned arms and legs. Her face shows maturity and intelligence and killer beauty. She wears dark eyeshadows and has a light pink lip rouge that also emphasises her features. Her hair flows freely down her head to her ankles whilst the front hang loosely before her eyes.

Attire:: Akyria's attire is less protection than more mobility. She wears something similar to a one piece night gown with a turtle neck. However, hers is woven from fine steel mesh with flowing black satin patterns to disguise its actual purpose. The mesh is capable enough to stop and turn a knife from actually punturing Akyria. Starting at the neck, the gown starts off around her neck that crosses over her shoulder to the front, crossing over her breast and then comes aroundher stomach and tied together in a huge bow at the back of her waist. Then in front and behind her, two long black, silk cloth runs from her waist down to her ankles, resembling a long dress with two large side slits. On her feet are black heels. Tied around Akyria's waist is an ornate cloth belt with a long strip hanging off at the front. On this strip is a carved, golden, ornate plate with the belts tassels showing. Protecting her hands are silver coloured, plated gloves which allow easy movements of the joints. This reaches from her hands to her elbow and is decorated with green and gold embroided strips above the plates along the forearm to the elbow. From the elbow to where the armpit is is a black skin tight clothing held up by golden metal arm bands.

Personality::
[FONT=&quot]Akyria is manipulative and deceptive, but not evil. Her personality reflects her past and her deeply imbedded need for surival. Akyria is able to use her body, wit and charisma to draw in people. To others, she appears to be rather sarcastic, cynical and a bit uppity. However, this is just a facade she places up to portect herself. Past the self erected defenses, Akyria appears to be someone who is playful and carefree. Her childhood has hammered her determination and toughness to the point whre it seems nothing much, not even death so much, causes her to be overly stressed.[/FONT]

History::
[FONT=&quot]Akyria was born to a town not suitable for her appearance. Her parents were simple people, one being a huntsmen and the other a baker. All the could afford was a humble abode in the slums. Whilst her parents worked day and night to give her some form of upbringing, Akyria turned out like most street kids, tough as leather and harder than iron. Her rough surrounding meant that Akyria developed a sense of street smart and attitude that would protect and serve her for her life. Even at the age of 15, Akyria had brushed passed death at least 3 times.

It was during this childhood period which she also discovered a gift she had. The ability to conjur magic. It was more of a hobby at the beginning, but through the turbulent life, it dawned to the girl that this gift placed her in a better position that her fellow slummers. As a result, Akyria spent a decent amount of time developing her ability with the gift, in which most were destructive magic. It was also at this time where she discovered that her skills complemented her projectiled weapons rather well. Much preferring to use her weapons, Akyria soon began experimenting with mixing both her magic and her weapons together.

Like everyone, when the
[FONT=&quot]Magickal Holocaust occured, her parents were taken with a large portion of those in the slums. Many of the adults died, leaving mass amount of orphans that roamed the streets. This lead to the creation of vicious gangs, led by children barely into puberty, which faught wars with each other over territory and food[/FONT][FONT=&quot]. [/FONT][FONT=&quot]Akyria refused to join the senseless chaos, and like others, looked out for oneself. As any form of order had been broken by the Holocaust, life became more difficult exponentially. Akyria spent the remainer of her teens in the city, accumulating experience and proficiency with her magic and weapons and wit to survive in one of the worst cities of the area. Her use of magic and her eventual appearance had made herself a name in which she used extensively for survival. At 17 years of age, Akyria had gathered enough wealth from the town to travel rather well. Without a thought, Akyria packed up all her wealth and needed possessions and walked out the town[/FONT][/FONT]

Weapon/s::
Akyria's main weapons are her magical guns. Both are considerably advanced weaponry at the time, having the revolver mechanism which supersedes the previous weapons in addition to be unique weapons. Both weapons are fitted with a pivot pin and a release pin. To reload, the release pin in depressed in which at the pivot pin, the gun snaps open (like a sawn off) allowing the gun to be emptied and reloaded. What seperates these from other guns is that they can incorporate magic into them. For both guns, a specific motion (like the waving of a wand) must be performed for the magic to occur. Otherwise, the bullets would be normal shots. When material bullets are lacking, Akyria can create magical bullets to use iin her guns. This is more draining as it draws from her own energy. Both guns are unique weapons, infused with magic during their creation, making them near indestructible, quite capable of being used as a blunt weapon. Normally, Haken is used. Shouko is kept on her back whilst Haken has a waist holster.

Magical Rifle: Shouko (The rifle stock can be seen in the image above). 120cm in length

Magical Pistol: Haken

Magick:: Akyria's magic is done by tracing greek symbols with the tip of her gun as a form of incantation. The more symbols she draws, means the more powerful the spell will be. Spells can be stacked on top of each other, allowing her to shoot them in combo. The spells do not last forever in the gun. As it is her energy, Akyria cannot be harmed by her own magic. Most low and medium level spells can be performed with Haken, but the higher leveled ones need to use Shouko.

Destruction::
Her destruction magic is split into the three elements. Alpha for fire, Beta for lightning and Gamma for Ice. To step up the spell to the second level, the Delta symobl is drawn before and for the third level, Zeta would be drawn first.

Fireball:
By drawing the Alpha symbol, Akyria can shoot a simple fireball the size of a small soccer ball at her enemies.

Lightning:
Drawing Beta, a small lightning bolt will fall at where the bullet hits.

Ice:
Drawing Gamma, three small spire of ice will sprout where the bullet hits. It will sprout at both ends.

Firestorm:
Instead of a single fireball, firestorm shoots out a large fireball (diameter of a meter) followed by a hail of fireballs from the sky.

Thunder Charge:
Thunder Charge is a powerful lightning attack that when the symbols are performed, a large beam of lightning is discharged from the gun.

Frost:
When the bullet hitsthe target, a magic circle will appear. From the sky will fall five, two meter spire of ice which uses the magic circle as a target. There is a slight homing ability, but movements of the spire are limited.

Vulcan:
The most destructive of her fire magic, Vulcan summons down a meteor (roughly 5 meters in diameter) to strike down where the bullet hits. From where the meteor hits the ground, a sea of flames instantly spread on the ground out 25 meters and around this edge, pillars of fire burst from the ground at every 5 meter around the circle.

Thor's Hammer:
From where the bullet hits, from the ground, 5 lightning swords shoots up vertically, forming a large pentagram (5 meters from each sword). Those trapped in each section are locked down by lightning bonds in which 5 medium lightning strikes each of the point with one large one striking the center.

Ice Spiral:
From where the bullet hits, a large spiral of wind infused with miniscule ice particles will spin around the point, creating a tornado of sort, cutting anything inside with the small ice shards. The tornado will then turn into ice instantly, with the wind instantly blown away, spreading the ice particles over a large area, freezing whatever it lands on in a 40 meter circle. The frozen tornado will then shatter, exposing whatever that has been caught inside.

Curative and Defense:: Curative magic is one of her weaker suits, but Akyria still possess a nice array of handy spells. Curative spells all start with the Epsilon symbol mixed with another symbol. Defense start with the Eta symbol and mixed with another symbol

Cure:
As the name implies, this spell allows the recovery to wounds. With her finger, drawing the Epsilon symbol will activate the spell and be used on whatever the finger touches. Step up is the same as the elemental destruction spells

Gaia/Aqua:
Gaia/Aqua is a defensive type magic. With the Eta Symbol followed by a Iota/Gamma symbol, Akyria can raise a wall from the ground/water.

Regen Shield:
One of her more handier spells, Regen Shield is a mix of curative and shielding magic. With an Epsilon symbol followed by Iota, a 3 meter sphere of light will engulf the user, allowing regeneration in the sphere as well as protection from magic and physical attack. Short lasting, 5 minutes maximum.

Passive:: These spells are ones that boost her stats temporarily. All start with the Kappa symbol followed by another. All spells are short lasting of about 4-5 posts. Also, stacking these spells are incredibly hard as these ones require a fair amount of energy to sustain. There fore, if she wishes to drop the spell, all she has to do is to stop supplying it with energy.

Steel Body:
With the Lambda symbol, Akyria's body turn to steel, increasing physical defense by 100%, making her almost invulnerable to attack. Her speed, however, drops by 50%, making her incredibly slow.

Tailwind:
With the Mu symbol, Akyria can increase her speed by 35%, making her incredibly fast. Her coordination and reaction are still the same, so there may be difficulty in attacking.

Concentrate:
With the Nu symbol, her accuracy increases by 20%, but drops by 20% afterwards

Magicka:
With the Omicron symbol, Akyria raises the damage and speed of her spells by 20%, but her marksmenship drops by 20%.

Ultima:: Ultima spells are her best and the most complex spells Akyria possess. All require 6 symbols for it to work and a cooldown period of three - four post before magic is available to her again. (all i can think of now. Have a mental block, so add them in later)

Almighty:
One of the most complex of her spells requiring 6 symbols, Alpha, Beta, Gamma, Kappa, Epsilon and Eta. This spell will increase defense, speed, magic, reaction, strength by 35%. However, at the end, all areas drop by 20% with a cooldown limit of 3 posts before spells could be used. If she is using magic bullets, then she is unable to shoot.

Strengths:: Akyria's reflexes, speed, agility and hand - eye coordinations are one of the best around. All are needed for the deficiency in the strength department and to support her fighting style. As a gunner, the most important thing to her is getting her shot on target. Her speed, reflex and coordination allow her to perform pin point accurate shots at incredible speed.

Weaknesses:: Whereas she superior physicaly, socially and mentally, the biggest let down for Akyria is her strength. Rating at only slightly above average, she is at a serious disadvantage when the fighting becomes close. When that happens, Akyria does not delude herself with her ability, choosing to flee and defend.
 
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Meh, i remember this. Tried to join as a lesser person before i disappeared. Time to try again for a lesser being. This is an almost exact copy of the last time i posted it, so meh.

Name:: Shadow

Age:: 30

Race:: Moogle. Little creatures that live in caves in forests, they are far more intelligent then they usually appear and are also decent fighters. Have often wielded spears and other ranged weapons, although recently they have been found to be able to learn magics.

Gender:: male

Class:: Reaper. Basically, a mortal version of the Grim Reaper, IE weaker by far, but not so weak as for him to be considered a non-threat to various persons. Wields a scythe and dark magics specifically suited to cause pain to his opponents.

Personality:: Shadow s basically a cold-blooded moogle. He will attack anything that he happens to bump into and has no real sense of loyalty to anyone. He basically is just a bloodthirster, striving only to cause pain and kill, until he himself is dead. He enjoys the sight of blood, even on himself, and will cut anyone just to see it.

Physical Description:: Shadow is about the normal size of a moogle, 3 ft. tall, little pom-pom, small vestigial wings. However, his coloration shows his personality. His fur is black as night, his wings grey, his pom-pom a blood red, and his eyes glow dark green. He wears only a black cloak stained black by dried blood that covers most of his body. There are also numerous scars from past battles on his body.

History:: Shadow's past for the first 5 years of his life are unknown to even himself, as the dark magicks cut away that part of his memories as he learned to wield them, as they were experimental and were easier to gain if something was sacrificed in return. When he turned 6, his parents enrolled him into a local public school for humans. When he first got there, a few kids tried to bully him, thinking that he would be easy to bully since he was a small moogle. Those kids ended up in a hospital due to many cuts done by a concealed knife Shadow carried with him, along with a few members of the School staff and a member of the police. Shadow also ended up in a hospital, due to the fact that they had to hit him, multiple times, to subdue him, and they planned to lock him up for life when he recovered. Shadow, however, recovered in a day, and broke the window in his room and ran away, leaving a blood trail behind him from the cuts from the glass.

As Shadow ran, he noticed a nearby forest and ran into it, hoping to find a weapon. He was in luck, as he found a nearby camp of humans. He quietly snuck up to the camp of sleeping humans. In there, he found a katana and a couple of small daggers. He grabbed up the weapons and, hesitating only a second, quickly cut a major artery of each human, waking them screaming and sure-fire to make sure they were put into great pain. Shadow fled from the scene, placing the small daggers in various areas of his clothing and drawing the katana out, throwing away the sheath. Shadow's history from that point onward involved hit and runs on his entire village. His parents fled, along with a few others, and the rest were killed by Shadow's love of pain. All were slain, the last one killed on his tenth birthday, and yet he wished to cause more pain.

Soon after the end of the incident at his village, Shadow had ventured away from his own village and found an order of moogles who taught each other how to kill. His love of pain non-withstanding, Shadow applied and joined the order, and began his training in the arts of a Reaper. (Note: basically, the Reapers are an order of moogles, and they teach the powers that Shadow has. They teach a lot more then Shadow currently wields, but he was kicked out early, and he specialized in the pain magic as well, which is currently an experimental type in the order. Just clarifying for you.) Shadow began his learning on how to wield a scythe. His problem with wielding it was that he was more fond of being hit by the strikes instead of blocking or dodging. After a while, Shadow began to develop his own style of fighting with the scythe, in which he used his opponent's weapons, which were usually too far away for them to respond quickly to Shadow striking them after they hit him. As he practiced this style, he got better and better, and soon, the other trainees were scared to fight him. The superiors deemed him fit enough in physical combat to advance to magic.

Shadow's take to magic wasn't altogether great at first. Some of the dark magics taught were healing, and that concept was alien to the pain loving Shadow. The dark magics that caused pain via magical strength was also near useless, as Shadow had difficulty accessing his magical strength. They decided to teach Shadow the experimental magic of pain. The basic theory was that by accessing a small amount of magical power, you could cause pain to others by using pain you are already in. It was useless for a first attack, but helpful mid-battle. Shadow took it further, however, and the pain magic he used caused pain to himself on use, so he could immediately cause pain to others. This delighted Shadow, and he soon developed 5 of his own techniques. At that point, the other Reapers kicked him out, as he was reported numerous times for attacks against other trainees, trainers, even a few of the superiors.

Shadow's entire training took a total of 10 years, and for the next ten, he wandered around, attacking all he could see, solely for the joy of bringing pain to others and, by doing so, himself.

Weapon/s:: His scythe, he has a numerous amount of them stashed across the world, in case his current one breaks. They're strong, made entirely of metal, and each one has various bloodstains on them. He also wields his magics. (and yes, most of them are about pain. He has a good reason for having them.)

Anguish wave: If it hits, the people around him are hit with great pain in their legs, usually ceasing their movement as the pain suddenly hits him. Most of the pain is focused around the knee caps, which is why movement tends to cease. Used to stall multiple hostiles or catch fleeing defenseless people in an area of about 5 yard diameter. Causes pain to Shadow's legs as well, every time.

Pain shot: Straight forward targeting, Shadow fires a ball made of pure pain at a target. Can only hit targets in a 10 diameter, and some people are not susceptible to it. the pain is localized in the area it hits. Causes pain to Shadow's hands.

Agonizing Slash: only used after receiving pain, Shadow focuses the pain he has received into a single blow delivered either by a swing of his scythe or a chop of his hand. Causes pain to the person who gets hit. Also causes pain to Shadow's chest

Cry of Misery: Shadow shrieks loudly, and the sound, reinforced by his magic that is drawing pain from all those he had killed, brings massive headaches to his opponents. Harms Shadow's throat, giving him trouble breathing and speaking for a full day.

Torturing Essence: Shadow sacrifices all of his remaining stamina to fill the bodies of the people around him in a 20 yard diameter with pain. This causes Shadow a massive amount of pain which, along with making him utterly exhausted, knocks him out.

Strengths:: night time, which allows him to blend in during the night, and his love of pain. He loves pain, and isn't bothered that much when he receives it, so minor injuries aren't a distraction to him. He also is distracted less by major injuries and spells to him.

Weaknesses:: His love of pain is a double-edged sword, as he will go out of his way to get hit, instead of blocking or dodging an attack. This can easily lead to his death, as he can care less if a wound is fatal or not. He just wishes to bring and receive pain.

Yes, i do know this character is going to die. He is intended to die at some point. So, here's to hoping he will bring a lot of you pain before that happens!
 
A moogle :hmmm: XD That's gonna be interesting.


No problem Tipsy.


I'll update the first post tomorrow when I get home. :hmm:
 
Just for official record, I'll be accepting the role as The Hunter and shall construct a bio shortly. I'll not be pulling a 'Hera' either.
 
well, as much as i said ill be touching it up a bit, i actually really didnt do too much -.-". So i guessits up for reviewing Miang.
 
Okay, I'm currently watching people to see who can take the other roles.

Julius, I know you're busy so I'm not going to burden you with this as once it gets started, it could move quite rapidly. >.<

I HOPE to get this started some time soon.


ALSO: Guys, I've added lists of classes for lesser characters. I will add more later as I think of them. If you don't know what sort of abilities that class would have, look it up on FF wiki XDDD
 
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Name:: Ceresa.

Age:: 28

Race:: Human

Gender:: Female

Class:: The Monk

Personality:: Ceresa is woman that belives victory can be achieved without any violence, yet she don't heistate to fight if it is for the greater good. She is a kind woman that do not judge people from their backgrounds, race, sexual preference and what not and belives everything can be forgiven if you forgive it yourself, the gods will then take you under their wings as you pass away. Even thou she sounds like a very religious woman she really is not. She is not tied to religion, but only to what she learned wile she trained with the monks in a temple hidden from existence.

Physical Description::
RebirthPi.jpg

Ceresa is a 5'7'' tall woman which her body type is of the slim type. Due to her fighting style she don't need too much visible muscle as she uses her inner power to fight. Her hair is of a light pink kind that is extremely long. Her hair is styled in a very special way as her hair ornaments are not really normal. There is a two leather bands that are strapped around each section of her hair that are shaded in diffrent shades of brown and red with white lines in the center that forms several white «X» marks as if they were stitches. After that from beneath theese leather bands comes the red leather plates that begins with one smaller plate, one more round plate and two other rectangular plates that are connected by red ropes around the pigtails. Theese are covering the top part of the pigtails curves. At the tips of her hair there are braided leather bands that completely covers the entire lower tip which then connect two female symbols at each end to symbolize femininity. The front of her hair is parted to each side and restrained with red bands that creates a section of hair at each side of her face showing of her forehead. Her eyes are of a very light shade og pink and is decorated with a beautiful pair of glasses. Her pink are covered with a bright pink lipstick that really suits the rest of her face. When it comes to clothing she does not come of as a monk. She wears a red leather breastplate that covers her breasts except her cleavage. Due to her already big bust this breastplate is supported by white leather sections that works as straps which goes behind her neck. She also wears a orange tie with the monk societies symbol on it. She shows alot of skin and it does not get any better as you looke down to her lower area as only her hips are covered with redleather armor pieces connected by leather straps both upper and lower part of the places. In between howevever are some leather panties. Down from her thighs and to her ankles are some red leather armor that ar e reinforced with some more white leather down on her lower leg area. They are connected by a big red strap on the upper parts and 8 smaller red straps on the lower leg area which are crossed. Her shoes is also of read leather and is high heeled with bronze colored metal and orange and brown straps going down the fron of the foot. On her right shoulder and from her stomach to her left hip she have 2 distinct purple tattoos.




History:: Ceresa was once a young girl with a bright future with her parents. Thou as she grew her parents started to care less and less for her and even went as far as calling her a useless piece of trash. In the end they abandonend her wile she was still a young child not able to take care of herself.

As she grew older she had to survive without anyone to fall back too and have done many things she is not proud of. Her two tattoos represent that era of her life when she was involved in several bands of thieves and was involved in some murders when she was just a teenager. Almost getting cought one day wile trying to steal from a monk she was approached by the same monk and asked if she wanted to come with him so he could save her. As she has never met anyone who kind she naively followed him, and her choice was not a bad one.

He took her to a secret village where everyone lived peaceful. All the women took care of the children, did handicrafts and all sorts of things. The children were even playing blissfully. What surprised her was that all the men was monks at temple and it was then revealed that the man that brought her there was the villages leader.

She settled in swiftly and played with the children all day, but her interest in the monks became to big for her and she started spying on their fighting sessions. She always liked their fighting styles and how pure yet powerful it was. She in the end was found out, but to her surprise she was let in to train with them learning this holy art. She then became the village's first female monk.

She grew stronger and stronger and became a true master of what they called «The God's Strength», a power that do not focus on the physical, but the spiritual that resides within their body. She grew to become a very respected member of the village and even created a female revolution where more females joined the ranks of the monks and more men stayed home to do the womens past jobs. As the monk that saved her died she was appointed the new leader of the village, everything seemed to be blissful, perfect. It was then the Magickal Holocaust happened.

Under a training session with the greatest of the greatest of her monks a magickal power was blasting through the very air and as she felt it she fainted out of the mere shock. Not long after she woke up feeling hands on her body. She looked around to see the entire village in rubbles, everyone dead. She then stood up and looked at all the monks, which had transfered all their spiritual power to her, to save her of all people. Being the last of the monks she set off to find the couse of this tragical happening, so all the souls that died could rest in peace.

Weapon/s:: Ceresa do not use any weapons traditional weapons except her trusted white gloves that she always wears so her delicate hands won't get too busted.

Strengths:: She is a very collected woman managing to hold her emotions in chess in battle, not letting herself get carried away by mere words. She is a strong individual with the spiritual power of all the monks that died by the magickal holocaust and is not afraid of using it if she

Weaknesses:: Her weakness is not as many would call a true weakness, but due to the influx of spiritual power that the monks transfered for her to survive, her body slowly but surely will collapse as it can't hold all of this power within one being. It's like having over a hundred souls within a body made for just one soul.
 
She's accepted, Hope. ^^

I will start this as soon as all major characters have been confirmed (still waiting on a few approvals) and a few more minors are taken. =3


Please bear in mind that just because you have a minor character, it doesn't necessarily mean you WILL have to die. It all depends on the characters you meet and interactions, etc.
 
oh good. I hate killing my characters. I grow fond of them. Guess thats why none have died so far. I mean, ill kill them if its necessary, but killing people is dirty business. Let me go and try making another lesser one. One that im more willing to let die
 
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