Ultimate Elementum v2 [Sign-up & discussion]

Saix

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Ultimate Elementum


The Six Elements of Eternity. Fire, Water, Earth, Air, Light and Dark. Once they were revered as the building blocks for all creation until many thousands of years ago, when they were stripped from Earth by an unknown entity simply known as The Ultimate. As Common Knowledge turned to Legend and from then to Myth, all memory of the Six Elements were erased from history, regarded simply as a story to tell children.

In the Land of Lucarum, a war that has raged for centuries finally comes to a close with a final, bloody battle. Two warring Kingdoms, the Kingdom of Gallacar who believed they were the rightful owners of this once beautiful continent and the Kingdom of Cornithia who ruled justly and wisely for many millennia’s, fought their battles for dominance of the Land.

As Cornithia loses it’s final battles against the Gallacarians, the final Cornithian soldiers struggle to survive as the remaining Gallacarian soldiers sweep the field, killing all those who remain alive. This is where our story begins…

~~~~~

There are six main heroes, one for every element but here’s the catch. You don’t start off with the power of that element. If you opt for one of the Elemental characters... in your first post, you have to die. Not permanently of course (Damn that’d be a short RP if you did), but by dying, something will occur and you will be granted the powers of the element you’re aligned with. Following this act you will be resurrected, and be graced with a temporary, but devastating impulsive mastery of your element. You can effectively play as powerfully as you like during this point, but your character will not be of their own mind; your element will take control but I must emphasise how brief this should be.

Following this you won’t be able to control them completely at first etc. but throughout the story it’ll get easier and you’ll become more powerful.

Another note is that this is NOT a modern day RP, this is set in a parallel world in a sort of medieval-esque world. You also do NOT have to start off on the battlefield; it'd be nice to have some variety in each other's introductions.

A final note, you don’t have to be an elemental character if you don’t want to. You can easily be Joe Bloggs who’s handy with a blade, spear etc. or you could even be a bad guy of your own choosing. The final enemy however, will be controlled by myself for fairness and will be revealed MUCH later into the RP. Below is the template for joining.

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Template:

Name:

Age:

Gender:

Alignment: (Good, Evil, Neutral, Unknown)

Element: (Fire, Water, Earth, Air, Light and Dark. A number of these are already claimed however - see below. I'd also like for you to expand a little on what ideas you have for your element e.g. how you feel your character could best utilise this element etc).

Physical Appearance:

Preference in Clothing:


Physical Abilities: (Such as strength, agility, speed etc. Remember, you ARE human, so do not go overboard. I will be judging each and every bio so any overboard ones or ones that don’t sit well with the proportion of the body, such as being skinny and small but being incredibly strong, will be rejected)

Preferred Weapon (And general description of starting weapon):

Personality:

History:

~~~~~

Elemental Characters

{Click the character name to go directly to that post}

Fire - Taken by Vikki {Seraphyna Hark}
Water - Taken by Tipsynaruto {Carita Ostia}
Earth - Taken by Tsukianei {Soren Ryakai}
Air - Taken by LuxAeterna {Kleio Nefertari}
Light - Taken by Channy {Tulah Vintas}
Dark - Available.


Non-Elemental Characters


Good:

CassinoChips {Kyrie Valdosta}
Spartan {John Hunter}

“Bad Guys” (These do not have to work with each other if they don’t want to and can range from anything from a single, evil person working alone to even the King of Gallacar and therefore by proxy the entire of the Gallacarian Kingdom, either way, the Gallacarian Kingdom is the first enemy of the Elemental Heroes).

In addition to this, there ARE two bad guys with powers that are key to the story. These characters have apparent mastery of their respective magic, and are as follows:

The Wielder Of Omni: Taken by Saïx {Turel}
The Master Of Nothingness and Manipulation: Taken by Mitsuru Kirijo {Avril}

~~~~~

Existing RPers, please re-post your character bios! I'll get mine up once I've made necessary tweaks. Note that, if you've missed it, there are additional requirements under the 'Element' field in the bio template. Not asking for anything too in-depth, but just so everyone has a general idea of what to expect out of your element. I hope it makes sense...
 
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I'll not be rejoining, kinda lost interest in this sadly. =/ Meant to get back to you Virgil but kept forgetting. :ness:
 
Reposting my character for obvious reasons.

Also, you still haven't gotten back with me on my offer.

Name: John Hunter

Age: 33

Gender: Male

Alignment: Good

Element: None

Physical Appearance:
Anime_Warrior_by_QueenieChan.jpg


John is 6'2" tall and weighs 210 lbs, mostly muscle. He has black hair and purple eyes. His young looks makes most people act as if he is a person who is about half his age. He has a strong physical build, which is due to intense training for a man his age.

Preference in Clothing: John prefers lightweight or medium armor. As depicted in the picture, he is seen wearing a blue chainmail shirt and pants, as well as pieces of armor protecting his chest , hips and lower legs. He sometimes wears a helmet, but not often. John also likes to wear capes, even though they serve no practical purpose on the battlefield other than for show.

Physical Abilities: John is formidable in combat, having high stamina and strength. As such, he is capable of launching strong strikes, mostly from out of defense, on an opponent. However, he is not fast and agile, thus leaving him prone to constant damage.

John's fighting style (Link here) is based on his physical Abilities, in which he uses strong, sweeping strokes, but at the cost of not being mobile in combat.

Preferred Weapons:
John prefers 2 handed broadswords like the one shown on the picture.

Personality:
A calm and collected knight, he believes in what's right for his country, and would always side with them right or wrong. Never one to speak about the wrongs of his country, it doesn't mean he disagrees with the wrongs his people had done in the past.

History:
John was born to a family of knights within the Kingdom of Cornithia. His father trained him in the art of swordsmanship and the code of knighthood and chivalry, while his brothers fought in the war against Gallacar.

At the age of 16, John was old enough to join the Cornithian Army and fought many pitched battles with his friends and family. However, as the war dragged on and many of his family were killed, he wept openly for his family and he promised himself and his family to win back the lands lost to the enemy.

Because of the fact that many experienced soldiers died fighting losing battles led to many of the kingdom's higher ups to promote John to the rank of Commandant.

As the story begins, he has just suffered a small defeat and withdraws from the battlefield with a few of his men. Looking to find another place to launch a counterattack.
 
-SKX-, thanks for expressing interest. So that every character has the same basis for registration could you please form your character out of the template provided? It'll save me trawling through unnecessary information. ;]

Re-accepted, Spartan. =P

Thanks for finally letting me know Jess. :rage: I'll edit Earth. Now for the first of our villainous duo...



Name:
Turel

Age: Unknown

Gender: Male

Alignment:
Evil; Gallacarian General

Element: Omni.
Omni is a power that permits the use of all Elements, with the wielder possessing seemingly masterful knowledge of their uses. (For the sake of roleplayers developing elements from their own imagination, I'll not expand beyond this.)


Physical Appearance: Demeaning in stature; Turel towers over even the more well-built of men, standing in at 8'2". Turel is likened to the deceased; his skin pale and his eyes clouded by blackened blood, and when combined with his physical stature makes him seem more monster than man. Curiously, his long hair appears as though it is a thick, dense mist near the ends which dissipates constantly, though when wearing his helm, this protrudes like a horse tail from near the top. This doesn't seem to carry any real significance except for how the design was finalised.


Preference in Clothing: Turel clads himself in an uncommonly thick armour encompassing his entire being, with the helm being a sole exception. This darkened helm covers all but his lower jaw, but doesn't come full circle around his neck - from the cheekbones & upper jaw two broad, flat plates jut almost completely vertically (with the slightest of curves) to a thick, jagged skewer-type design. This extends just shy of his collar bone.

Each plate of 'fitted' armour covering key areas of his body is link together via means of magic, be they in movement or stationary; the folds magically adapt to match his needs of movement, allowing near-absolute freedom. The only restriction is that it is somewhat heavy.
The colouration of his armour is mostly black with few deep, almost unrecognisable blood-red patterns adorning his pauldrons and hauberk in quite a chunky yet elegant design.


Physical Abilities:
Although he cannot be regarded as physically superior to some, his sheer height (and by extension: amount of muscle) allows him to accomplish almighty physical feats in combat. Being unable to naturally access a font of agility, he compensates by utilising his body mass in powerful swings of weaponry/punches, allowing for a greater impact of force. He sometimes makes use of Omni to bolster his physical attacks.

After a duration in direct combat Turel succumbs to some odd form of magic native to Omni - anger. Although his tactical advantages become lost once he falls to pure rage, his change in style coupled with the unrelenting use of sheer force makes him deadly. Cornered, the beast is at his most dangerous.


Preferred Weapon:
'Zagoroth' - a weapon of mystic origin. The weapon itself is born from within the mind of the wielder, and can allow the individual to summon it in a multitude of shapes and forms - anywhere up to five simultaneous summons but they can only be the same type of weapon if there's more than one. Among the variety available to him, Turel prefers the use of singular pole-arms, a zweihander and giant axes, but is known to make good on quantity when numbers are against him.


Personality: Contrary to the stereotype that large warriors are bumbling buffoons, Turel is surprisingly articulate, vaguely poetic in speech, calm and cold in nature. Unlike his subordinates, Turel is more inclined to question first, behead later, and holds no qualms with performing such deeds himself. Beneath his cold, calm exterior belies insurmountable rage which occasionally makes face in large-scale combat, which sadly reduces his rationality once he becomes consumed. This is compensated for hugely, however...

Interrogation could be considered a speciality... Or just a favourite.


History:
Omitted for all intent and purposes of the story.
 
Here's Kyrie. If nobody signs up for the Light element, Kyrie could handle that.

Name: Kyrie Valdosta (KEER-ee-ay val-DOSS-tuh)

Age: 19

Gender: Female

Alignment: Neutral

Element: None

Physical Appearance: Minus the ears.

Kyrie is small in stature and build, standing 5'3" and weighing 110 pounds. She has medium-length, slightly dark blonde hair, and rich brown eyes. She has a round, young-looking face, that carries an air of innocence about it. People generally mistake her for being younger than she actually is. The only significant physical feature are two silver scars running laterally across the tops of her feet, visible because of the stylized sandals she wears.

Preference in Clothing: Light, soft, supple leather, allowing for ease of movement while making no sound audible to the human ear. As depicted in the image, she wears a white linen half-shirt underneath a leather halter with full sleeves. She sports a pair of dark leather gloves. Her belted leather breeches are accompanied by three pouches, in which she holds various items needed for her craft, including rope, adhesive, a few small incendiary devices of various use, and her throwing stars. Her feet are sandaled, the footwear being made of doeskin and cured leather. The tops of her feet are visible.

In cases of cold weather, she wears a fur-lined linen tunic and a pair of full doeskin boots.

Physical Abilities: Kyrie has virtually no brute strength, but has a surprisingly strong grip, derived from clinging to cracks and crevices in walls built both by nature and by man. She makes up for her lack of strength by being highly agile with a great amount of stamina. She tries to avoid direct conflict at nearly all costs. However, if cornered, she fights tenaciously, dodging and weaving to use her quickness to her advantage. She lands blows where she can, generally looking for a means to escape.

Being of the Haari clan, Kyrie is a windwalker. This ability is used rarely, often as a last resort, as the cost is great and can result in death. By performing a ritual known as the Form, which consists of a series of dance steps and sword slashes, Kyrie seeks an inner balance. Once found, she focuses on that balance and begins dancing and slashing ever faster, creating a whirlwind. At that point, Kyrie offers the Bloodprice, slashing the tops of her feet with her blades, signifying her disconnecting herself from the ground. She then walks on wind. The longer she walks, the greater the blood loss, the longer it takes for her to recover afterwards. If she walks for too long, she will lose her concentration and fall. Unable to control her descent, she may injure herself seriously, or even kill herself upon landing. The Form requires time and concentration to reach the focal point of balance. Both can be interrupted fairly easily at this point, as she is still young.

Preferred Weapon(s): Kyrie carries two blades, which she calls Windswords, scabbarded on each hip. One is a cutlass, the other is a scimitar. She also carries a dozen throwing stars in one of her pouches.

Personality: Kyrie is generally a calm, placid, composed young woman. She is not hesitant to speak her mind, and can be blunt much of the time, not being one to pull punches. She is not overly quick to become emotional in any manner, but will get there eventually if pushed. And once there, it has a tendency to take her quite a while to wind down. Kyrie is fiercely loyal to her Clan, and will become fiercely loyal to anyone she considers a friend. She is somewhat dismissive towards those she considers not worth her time, or those who are incorrect for whatever reason.

History: Born of the Haari, Kyrie spent the first 16 years of her life in the Aerie, the inassailable mountain dwelling carved out of the sheer cliff faces in the Indorin Mountains. Those 16 years were spent solely under the tutelage of the Masters, the elders of the Haari, who taught her the ways of stealth, agility, cunning, and most importantly, windwalking.

The Haari are rumored to be descended from birds of prey just as surely as they are descended from humans. While the young are left with the Masters, the adults leave the Aerie for the Hunt, roaming across the lands in search of provisions, treasure, and glory. Often outsiders, acknowledging their skill in battle, hire the Haari as mercenaries. But for the Haari, the thrill of the Hunt is the reward, not the earthly possessions they may receive.

Upon her 16th birthday, Kyrie was given her Task by the Masters. She undertook her Lone Flight, and went on a quest to bring something of value back to the Aerie. Kyrie does not discuss what happened during her Lone Flight. Upon her return - which is mysterious in and of itself, due to her appearing in the Aerie unconscious after a brilliant flash of pure white light - Kyrie bore the marks of having paid the Bloodprice, the twin scars on the tops of her feet. She also clutched in her hand a feather of the most virginal white that shimmered with a golden radiance when viewed at an angle. This feather was accepted as completion of the Task, and she was granted full status as a Hunter.

A short while later, Kyrie was stricken with a case of wanderlust; it was a rare thing among the Haari, but not completely unheard of. As such, the young Huntress was allowed to become a Scout, one who lived among the earthbound and reported back to the Masters periodically to warn them of any potential dangers to the Aerie, or potential treasures to found or glory to be won.

Thus, she wanders across Lucarum from village to village, town to town, and city to city, coming and going as she pleases and taking the odd job as a mercenary and/or stealing what she needs to make ends meet.
 
Name: Laleth Aires

Age: 10

Gender: Female

Alignment: Neutral

Element: Dark. Laleth has a bit of a dark side to her. From her clothes to her personality, Laleth's whole nature has somewhat of a dark spin on it.

Physical Appearance: She stands 4 foot 5. She wieghs 105 lbs. Her eyes are yellow like a cat's and she tends to wear black lipstick on an important occassions. She tends to wear a serious look upon her face at all times. Her head is round and her skin is soft and pale. She is very much built like a female who can do many outdoor activities. Laleth usually appears as a small girl in a frilly dress. She is seen as adorable to others and often as a quiet individual. She likes to act like a grown up and trieds to look like a grown lady. This approach, however, makes her seem more like a bratty child.

Preference in Clothing: Laleth wears a red dress with black pattern on it. She wears black boots and always carries her parisol, rain or shine. She also wears black and red arm sleeves. There are two bows she wears: one in her hair and the other on her dress. She has a gothic lolita appearance to her, meaning she looks like a gothic baby doll.


Physical Abilities: Laleth has little strength and can barely lift 50 pounds. She has a high amount of speed and is able to run very fast, though sadly her reflexes aren't the best around. She also has a very high vitality rate due to her willl and determination. She can last longer than most men in battle if need be. Her ability of running only lasts 5 minutes straight though because she would need to take a rest!

Preferred Weapon (And general description of starting weapon): Laleth carries two weapons: A bow and arrow and a dagger. She carries her dagger in her right boot. Her dagger is encrusted with rubies and has a jagged edge at the end. Her bow and arrow is just big enough for her and her pouch of arrows is almost always full.

Her dagger is made of a fang of a demon. It originally belonged to her father as he carved the blade himself. The jagged edges of the dagger could slice the skin upon contact, making this a very hazardous weapon for Laleth to keep. Nonetheless she is careful while using it. The blades color is a color of a beige pearl. The handle blask, with rubies strewn all over.

Her bow is made from a fine wood. It's very sturdy and was given to her as a gift from the church. The bow is a black color and it is the perfect size for Laleth. The Arrows themselves are just regular steel arrows. Laleth always keeps a fresh stock of them around. She carries about 100 on her at all times and when she runs out, she assits her partners in healing or other needs.



Personality: Laleth is a wise little girl. She grew up in a church reading all her life and can be quite serious to others. She looks up to her older friends as if they were family. She can be really bubbly and sweet to strangers, but this is just a facade most of the time. She carries with her alot of emotional stress which she bottles up and unleashes in battles. Laleth is generally a serious little girl and has faith in what she believes in. She is outgoing and sweet to strangers while nasty and vile to her enemies. She is often underestimated due to her being a little girl. Laleth usually doesn't make friends with other human girls and travels alone almost all the time. She seems lost alot of the time and loves to daydream. Her serious expression is what makes her well respected around demons. When Laleth is alone she is quiet and peaceful...


History: Laleth's mother used to be a queen until she was executed along with the demon she had cheated on the king with. Laleths mother gave her baby up to the nuns in the Themlacain church to protect her child. Laleth has been raised in the same church her whole life. She began reading at an early age and even learned to practice archerey with the maidens of the church. When she was five, Laleth learned that she could sense demons. Her demon blood had allowed her to smell them out and for a while she started to see them. After Laleth turned seven she began to battle the demons of her town as the town's protector. She's even attempted to reason with the demons to stop eating humans. Laleth has no human friends and only has friends with certain beaslty demon creatures. She has grown fond of her odd sense of gothic style over her short lifespan and hopes to one day punish her father(who is still the king) for killing her parents and abandoning her...
 
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[FONT=Century Gothic, sans-serif]Name: Seraphyna Hark

Age: Eighteen

Gender: Female

Alignment: Unknown

Element: Fire
Whilst Fire is best used as a destructive force, Serephyna is more likely to try using her element tactically. Shields of flame as well as whips will be used more commonly than say, balls of fire
(If that is what you meant at all :mokken:)

Physical Appearance: Seraphyna reaches in at a slender five feet and two inches in height. With a naturally slim frame and womanly curves, she can come across as a desirable woman to some. Her long hair reaches her thighs and falls into princess ringlets. Seraphyna tends to wear the majority of her hair held back by a ribbon of varying colour, especially when working, leaving just a couple of ringlets to exentuate her face. Deep brown eyes peer from her pale face and her skin is soft and unblemished as she takes very good care of it.
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Preference in Clothing: She leans more towards corsetted or fitted outfits as she feels more comfortable wearing things that fit to her form rather than free flowing. Because of this, she rarely wears skirts, tending more towards shorts or pants depending on the weather. Her prefered colours are white and blues.
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[FONT=Century Gothic, sans-serif]She has been known, on the odd occasion, to don a dress. This is only for special occasions or is she is feeling particularly feminine on the said day. However, Seraphyna often just shows off her femininity with a corset and shorts instead. She wears low heels or no heel at all as the small woman is not ashamed of her height.

Physical Abilities: Being small and slender, Seraphyna's best physical abilities come across in her reflexes and agility. This is not to say she is incredibly swift with reacting or fast in general. These are just her best physical attributes as her strength isn't up too much (really, she can only pull off effective attacks if it's a woman's slap or a swift kick but even the kick lacks the power of most).
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[FONT=Century Gothic, sans-serif]Her best attribute, although not exactly physical, is her mind. A remarkably intellectual woman, she is well versed in many languages and has a much higher IQ than those she works with. Being an intellectual makes her seem like a nerd from time to time, but she doesn't care. Due to her high intelligence, she is able to think faster and more tactically that anyone she knows.

Preferred Weapon (And general description of starting weapon): Tarot Cards < (click)
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[FONT=Century Gothic, sans-serif]A set of simple seeming tarot cards. These cards actually have hidden blades within them, making them more like card shaped throwing knifes.

Personality: Seraphyna is able to carry through her decisions with great resolve, steadfastness and determination. Though she can be somewhat emotional from time to time, she has a remarkable mastery over her feelings and accomplishes her ends in a natural and easy fashion which is perfect for her job.
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[FONT=Century Gothic, sans-serif]Although Seraphyna maintains a cool and unflappable exterior, it is not as easy as it looks for her to do so; infact it can be like sitting on a volcano. However, the level of her success has come in proportion with her ability to control and direct her mental energy and to stay on an even keel.[/FONT]

[FONT=Century Gothic, sans-serif]There is no denying Seraphyna's tremenous intellectual prowess. This gives her an advantage as she thinks on a level no many others seem to be able to match.

History: Seraphyna was born an only child to a warrior family. Her father was a physical man who trained every day to hone his physicall prowess. Despite the fact he had wanted a son, he doted upon his daughter up until she was old enough to read.
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[FONT=Century Gothic, sans-serif]From that moment, Seraphyna took to reading just about anything she could get her hands on. In time, she started to copy the words alongside her mother, thus learning to write and speak. Her mother near from the moment she said her first full sentence that her child was not destined to be a fighter. With her brilliant mind, Seraphyna would serve much better as a Tactician. [/FONT]

[FONT=Century Gothic, sans-serif]So from the age of twelve, she apprentised under the only Tactician in her village, learning the intricates arts of war that the warriors would never fully grasp. In time, the student outstripped the teacher and Seraphyna left the small village to learn under a much more advanced and experienced Tactician in a nearby city.[/FONT]

[FONT=Century Gothic, sans-serif]Now, three years on, she is ready to form her own war strategies. Alongside her teacher, she enters her first battle and waits in the Tactics tent... poring over maps of the region. Just what will become of her first battle?[/FONT]
 
Name: Kyle Ikonomou
Age: 21
Gender: male
Element: Earth
Personality: He has a passion for anything he does. Music is something he obsesses about, and he often feels he can't go a day without listening to something. He also has a certain respect for the nature and wildlife, seeing it much like the Native Americans once had. This means he will not kill for game, and if he does kill, he will use everything sparingly and only kill when needed. He will not waste anything from something he needed to kill. The vegetation of the world is beautiful in his eyes, and he finds the nature of some plants to be truly stunning. Along with his love and passion, he is a very intelligent and likes to use his knowledge and common sense to his advantage. Sometimes he plans out a situation so thoroughly and carefully, he tends to get a little too confident in himself. But one thing that really gives him an advantage is his ability to plan out something while he goes at it, seeing many different options and figure possible results in an instant. But he is not always right, he is only human after all.

Appearance: He wears glasses, generally a medium sized oval shape. His hair is rather short and slightly longer on the top, always worn messy. Sanding at 5'11", Kyle weighs in at 152 pounds, mostly muscle with little body fat. His cheek bones are not very defined at all, but it's what makes him look like himself. Generally he wears a white shirt that is button up all the way, as this kind of shirt is his favorite. The shirt has a little pocket on the right side of his chest for pens, he usually carries three pens with him at all times. Contrary to the white shirt, he likes to wear black pants. The pants are not actually dress pants, but suitable for a dressy situation. On his feet is always a pear of canvas top converse, ankle high. The shoes are slightly faded and well worn out. Click here to see what he looks like

I'll put in some history later
 
CC & Vikki: accepted. For the record Vikki, I'd rather magic other than Light/Earth not be used in a physically defensive capacity. If your 'shield' is something that wouldn't physically stop a weapon, I'm fine with it.

-SKX-: I have my reservations about your character choice. Although you're not in a position to have known (and is just a case of me being finicky), there aren't demons in this story so your dagger and affiliation with them do not have a place here.
Secondly, I have my reservations about a 10 year old being an effective combatant against fully grown individuals to have even considered needing weaponry, letting alone having a skilled hand at using them.

So my issue is mostly her age. I'm refusing your character on that basis alone, so I'd be happy with it if you change that part (and the demon/dagger thing too).

Tsukianei/Squee: I'll review your application once it's completed.
 
That's okay! I thought the age and demon thing cold have been ignored but if it means that much I'm too lazy to change it. I didn't really know how to twist her into a human and just figued she'd be human. Does her history/origin really matter as much? Can't she just be pretended to be a human?

Since you don't like her for her age then I guess I'm falling out. Happy Rping ^_^
 
And here is the second half of the villainous duo.

Name:
Avril Vent Fleur

Age: Unknown

Gender: Female

Alignment: Evil: Gallacarian General

Element: Nothingness and Manipulation: This allows Avril to first of all participate in alchemy, or the manipulation of inanimate objects. She can solidify, liquify and evaporate non living objects with little to no effort.

She is capable of telekinesis, the moving of living and non living objects with her mind, and she is also capable of telepathy, reading the minds of others. She must struggle to read the mind's of those with powers, such as the Elementals. However, she can succeed if she makes an effort and if the elementals don't resist too much.

Finally she can teleport short distances by surrendering her body to Nothingness and travelling as atoms through the air.


Physical Appearance: Rather tall for a woman at five foot nine inches, Avril has perfect posture, standing up straight at all time, and long white blond hair. Silky and straight, it reaches her lower back, with a white healthy sheen. She has round blue eyes and a smooth, blemishless and slender face, with a rather pale complexion, but not so pale as to be noticeable.

She is slender and rather fragile in appearance, with her soft facial features, thin form and lack of weapons at first glance. However, there is a wiry strength underneath her form, and she uses it to get underneath the enemy's guard and get a pre-emptive strike.


Preferred Clothing: A green and gold shirt that encompasses her whole torso, qute thin and well fitting, but quite refined, giving her an overall appearance of regality and nobility. She wears an emerald hairband to keep her long hair in check.

She also has a knee length white dress, made of soft, but tough material. It moves effortlessly and allows for her to breathe and travel for long distances without the material irritating her skin. To finish this ensemble, she dons a pair of knee high brown leather brown boots.


Armour: A thin, easily wearable silver set of armour, starting with a plate of armour that starts at the neck and encompasses her entire body from neck to waist, including her back. She wears this constantly in battle. It allows her to be defended against most attacks, while also being able to keep up her incredible speed and breathe easily.

She also wears a set of gauntlets and leg guards. These are made of silver, with rings studded throughout both pieces. While there is a helm to go with these, she doesn't wear these to allow her enemies to see her face while she kills them.


Physical Abilities:
To Turel's incredible strength is Avril's amazing speed. She can run and move in general incredibly fast. This allows her to pick up speed and gather a momentum. While her physical strength is nothing compared to Turel's, she can pick up a momentum before hitting an enemy, allowing her to hit harder than the ordinary human. Because of this attribute, it would be incredibly hard to beat her in a fair one on one fight.

Preferred Weapon:
Avril possesses an ever transforming weapon known as Delano. She can use her abilities of Nothingness and Manipulation to turn this wepaon into whatever form she desires, whether it is a sword, a whip, a javelin, or a bow and arrow. Until she has use for it, Delano remains in Nothingness. In other words, Avril can summon it as she wishes, when she wishes.

Personality: Cold and controlled under all situations, Avril is amoral. In other words, she has no morality whatsoever. She feels neither remorse nor triumph in what she does. She would kill a child without a second thought. To her it would be no different to killing an adult. She literally has no morals or no qualms about doing anything to forward the goals of herself and her allies.

However, she does have a slightly proud streak, which can be seen in her reluctance to wear a helmet because she wants her enemies to see her face before they die. She considers herself an angel of death, and desires nothing more than to have everyone fear her. She will do whatever it takes to accomplish this desire. This is her one flaw.

However, she is incredibly wise in comparison to the average human. She has information about history, Nothingness, and the elements, essentially one of the most intelligent living people, and the most knowledgeable about what is currently going on.

Finally, as her title suggests, she is manipulative and deceptive, willing to bribe, blackmail, coax and threaten to accomplish her means. She is versed in this method of conversation, and uses it to manipulate her enemies, for recruitment, sabotage, espionage and threats. She can put a mask of falsehood on her personality with no effort, whether it be false compassion, sorrow, anger, love, or whatever she deems necessary.


History:
Omitted for all intent and purposes of the story.
 
Mitsuru: Accepted

-SKX-: Sorry to hear you won't change that minor information. =P Oh well.
 
I can understand that, Virgil. It's not to physically stop weapons. More on the defensive side of helping to reduce magical damage to her. I just don't want her using her element as a pure, destructive force as most fire users do. If that makes sense. Tactical as in like, using whips of flame to attack swifter as opposed to a full on, fireball. :gasp:
 
Alright, I get what you mean. Just don't expect much against water. =P
 
Definitely before the end of the week. I want to see if we can garner any more interest before beginning so we have plenty of people to work with.

Advertising bots are GO!
 
Naturally. :wacky:

Looking forward to playing Sera different to how she's written for FFIX. Basing on one element will be a little easier I hope, with her. :gasp:
 
I'm quite looking forward to playing Avril again. I never really got to utilise her manipulative nature first time round, so I'll be glad to get a second try at it. :lew:
 
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re-applying for water!

Name:
Carita Ostia (Kar-Ree-Tah Os-Tea-Ah)

Age:
Eighteen

Gender:
Female

Alignment:
Good

Element:
Water
Carita uses this as both offensive and defensive, sending crushing volume of water at blitzing speed at the enemy or gathering them in front to take attacks or dampen damage. She basically adapt as she see fit. One way she prefers to use her element is combining it with using her swords, stunning or blinding an opponent before striking them when they recover from it.

Physical Appearance:
Carita is relatively tall for her age standing at 167 cm tall and weighed at about 57 kgs, most of which are muscles from her job. Her eyes are sharp golden yellow, while her skin is a pale white as a result of constantly being in the dark. Although mostly always hidden, her lips are pale pink. Her hair is cut somewhat short just down to her neck and is a darkish brown. It grows naturally, so it splits in the middle. Her ears are constantly covered, but are average size. Her face, when uncovered is actually rather attractive if it had a bit more colour to it and her eyes didn't appear so cold, sharp and merciless, but that is due to circumstances.

Preference in Clothing:
(Refer to image above)
Carita prefers to be in her light armour as she is always tense and prepared for combat. Rarely is there a time where she is not in it. However, all clothes require repairs and washing. So, when she is not in her armour, her clothings consist of a crimson kimono that reaches her thighs that has yellow flower patterns. On her legs, she is wearing crimson, intricate designed shin guards with a dark red tabi underneath it that runs up to the lower part of her thighs. On her foot is a pair of japanese zori. ON her neck is a dark crimson ninja scarf (the one that trails a lot) which also loosely cover her mouth a nose.


Physical Abilities:
Although being a female and at a young age, Carita had been developed purely for fighting and killing. Her strength is therefore above average for a female., However it isn't her forte. What is her main strength is that she is incredibly fast, accurate and agile. That is how she bases her fighting style. Due to her lack of incredible strength, her fighting style utilise a lot of quick movements, quickly stepping through people's guard and thrusting. She does slice and cut, but she uses her speed and agility to avoid hits and to put her in advantageous position to thrust.

Preferred Weapon:
Carita's preferred weapons are thrusting weapons, being thrusting swords or spears. However, she is quite capable of wielding whips and whip swords. She starts off with several weapons.

As standard, she carries two rapier on her left waist (design is top one). . These are different than the standard rapiers issued to the black ops. It is much more well crafted and superior to the trash they give, having an intricate pommel and hilt with gold plating.
It also differs in that it is slightly thicker and not double sided. This means that the tip slants from top to bottom, allowing thrusting and slashing. One is a full length rapier at one meter while the other one is slightly shorter at 80 cm. Slipped in vertically with the rapier at her blet is a parrying blade of the same design. The blade is used in paired with either one as a parrying sword.

Hidden Blade:
One is mounted under each wrist, covered by a loose sleeve. A loop strap is attached to her ring finger, so that it can easily extend and lock it for use or retract it back, all with a flick of a finger. A new contraption still not widely used, Carita's one is a result of her unwanted efficiency in her job. Given to her with the intention of making her more efficient. The mechanics, and body are brass in coloured. When tied to her wrist, Carita ties a decorated crimson and silver cover on top to protect it from rain.
It is made with the highest quality, but aren't the best weapon to go toe to toe and block large swords. They are relatively short and although sharp and strong, should be used in tandem with her melee strikes.

Boot Weapons:
Her boot has 2 pair of weapons in it. A heel blade and a toe knife

Toe Knife: Carita's shoes contains two weapons, four in total for the pair. At the sole of the shoes near the toes is a retractable blade which when a certain spot is depressed in her boot, the knife will shoot out like the hidden blade. It is a straigh forward double sided blade as there is no need for any decoration. Like the hidden blade, it is best used in tandem with her melee strikes and her hidden blade.

Heel Blade:
The heel blade is a retractable blade that runs parallel with her Achillies Tendon from near the base of the heel to around five centimeters above the ankle. It resembles more of an axe blade than a sword blade as it's intention is not for precise stabbing motions, but for slashing motions performed in arching kicks. It is one for her more high profile fighting style, used to complement her strength and to make her more deadly than already is. Similar to the Boot Blade, when a certain area is depressed by her foot in the shoe, the blade will spring out. It also lacks any decoration or etchings and is a straight forward metal blade.


Diamond Wire gloves:
It's main form of combat is with the diamond wires which she can, with wrist and finger control, grasp onto anything or lacerate, even cleave through objects if several wires are used. That and the metal finger tips that the wire come out from. These are pointy and sharp enough to act as claws, though she hardly uses it for that purpose. It is a mid ranges weapon, capable of attacks from close to moderate distance.
With the ability to grasp onto things, she can retrieve things easily and choke or cut and aim at armour gaps.
It appears as a black glove underneath, with metal fingertips and a silver circular compartment on top of the forehand which stores the wire.

Personality:
Carita somewhat appears as a gloomy and dark person, just because of her appearance. But in reality, due to her history, she just has a hard time communicating with people due to lack of experience and is a bit shy. She would not know what to really do when approaching or talking to people.

Before her history, she was originally a cheery, carefree and a bit thickheaded person and appears to be somewhat wishy washy and friendly. Unless she becomes really close friends, then she will remain rather quiet and a bit distant. She is stuck between her hammered obedience in ruthlessness and merciless mind and her original more honourable and righteous mind. The advantage here is that she is capable of murder without regret, hesitation and very professional, but she is not a total monster or killer as she still has honour and codes. It is only after killing someone does she repent and regret, but only if the person is a good person. Those she deem evil, she kill with no regret.


History:

Carita was born a noble into the Ostia family in Gallacar. However, unlike her siblings, she was given to the special ops corp almost at birth due to a folly her father had with the guildmaster. It was not much of a loss as she would become the middle child of 7 children. Whereas her original nature is much kinder and righteous, through rigorous and vicious indoctrination and training, her kinder and more just personality was shoved to the side to make her ruthless, cold and merciless in preparation for her future missions.

Carita was a superb fighter which included being rather good in black ops. For long periods of time, under orders, Carita performed countless assassinations of important figures and entire families that opposed the King. Her efficiency brought her fear and reputation, but caused mental scars in Carita. Being honourable and somewhat righteous, she was always repulsed and regretting the task she did, further disgusted by the realisation that she did not stop herself for fear of her life. From the age of 5 to 18, her life was plagued by the life of a dark assassin. As a result, Carita has very little interaction with people outside her corp, which leads to her current personality. She also fears what they would think if people knew of her past. However, the escalation of war allowed Carita an opportunity to escape from her dreaded lifestyle.

With war, she had became more busy with assassinations and ambushes. However, in one such attack on a castle with her squad, the castle they attacked was a trap. By indoctrination, they were to flee and suicide in a way where their body would be unrecoverable of they were at risk of capture. During this mission, their plan was uncovered and the squad of 5 lept off the cliff into the shallow sea below. Fortunately, Carita had no desire to follow the indoctrination and feign jumping off with the rest, but actually escaped.

Now, with the failure of the mission, she could not stay in Gallacar territory anymore, lest she runs into anyone she knew, especially her father's men. In order to tie up the loose end that is her, her father would kill her. If not, the secret force would. She is now forced to run ahead of the advancing Gallacar army tilling into Corinthia.
 
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