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[spoiler=Rules:]1 – All relevant YCM Rules Apply.
2 – This is a PG-16 RP.
3 – Kyng is the Host of the RP, and have the final say about matters of the role play.
4 – Respect the Fourth Wall.
5 – This is an Anime/RPG-like role-play, and so will feature elements found in said environment (see http://www.cs.utah.edu/~duongsaa/more_htm/jk_100animeRules.htm as a supporting document.)
6 – PvP is to be planned between the players and written out in one post.
7 – Player Killing will be used to kill-off players only. There will be no means back into the RP if your character is killed off.
8 – You may have a total of 3 characters for this Role-play.
9 – To be accepted into this Role-play, you must pay an entry fee of 1000 points per accepted character. These points are to be paid upon acceptance into this Role-play (submitting your app will cost you nothing.) These points are to show that you do plan to stay in this RP for the remainder of its run.
> Your points will be returned to you if the RP dies due to the (lack of) action of the Host(s), the RP is ended by the Host(s), or the RP is completed.
> Your points will not be returned to you if you drop out of the RP, become inactive for [14 Days], or are kicked from the RP.
> If the RP dies due to inactivity by all players, points will only be returned to those who attempted to stay in the RP.
> If you do not have the required entry fee, it will be up to the Host(s) to decide whether or not to allow your entry into the RP.
> Completion of the RP warrants an additional 1000 points per character to those players who finish the RP.
10 – Applications will not be immediately accepted. Once a significant number of applications have been completed, a reviewing period will begin to determine accepted applicants.
11 – Reserves are not permitted. However, WIP Applications are allowed.
12 - If you are found inactive on the forum for 7 days, your application will be regarded as inactive and, after another 7 days, will be suspended from the RP. If you are found active on the forum, but have not posted in either the IC or OoC (or contacted another member of the RP), your app will be suspended immediately.[/spoiler][spoiler=Database:][spoiler=Plot:]Many years ago, the world was a much brighter and happier place. Among other races, the unlikely alliance between Humanity, Elvenkin, and the Dwarves united together under one single allied empire and, from this, strived to do many great things. This empire was basked under an golden age of enlightenment, technological prowess, and glory. To such an extent this was, that an enormous project was underway: the Empyrean Project. This was a task in which mana was gathered, and concentrated into a single mana crystal, which was to be detonated in the Royal Palace - which was, itself, rebuilt in order to contain this project's ambitions. The mana that was brought to this one spot and compacted, reduced into a single point, constantly under the surveillance of the Emperor's greatest minds and magicians alike. The aims for this project were all but speculated, the most popular of which were the Emperor's attempt to open a gateway to the abode of a God, or the creation a tear in the dimensions to draw out bountiful, plentiful arcane energies. What happened was not either of those things.

The release of the mana stored in this crystal swiftly became uncontrollable. In a few moments, the energy exploded out, obliterating the capital city. The destruction, however, did not simply stop there. While the explosion itself was catastrophic, the energies themselves lead to the very world enduring a cataclysm. The earth shook, fire blazed from its cracks, rain poured down with lightning crashing down, winds relentlessly raging against all that stood in their path. Yet, while the earth ceased its tremors, the clouds never vanished. Dark skies loomed over much of the world, hiding it from light and leaving it to decay and perish. Some say this was their God striking out against mortals for trying to enter his realm, or that the emperor simply went mad to a genocidal scale.

However, not all hope was lost. Those who managed to survive, whether through luck, miracle, or the like, were promptly rallied and under the swift leadership of Lord Hamson, a Knight of the former empire, sailed away far from the lands of the conquered empire to start anew. Boats docked by a land not harassed by the darkened skies, and rebuilt a new civilization. However, it was not without its own problems - the cataclysm brought upon by the Empyrean Project lead to a salted relationship between the races of this new world. A great distrust has been placed between magic users and the clergy, leading to much division of beliefs which now clash in this new, barely young world. Yet, the worst threat of all is the abominations that plague the world, monstrosities that threaten the well-being of what remains of society.

This is where you come in - as an patron to the Quester's Rest, a humble inn that caters to the needs of adventurers and serves as a boarding house for the unfortunate, you have finally had enough. Thus, alongside Ajax Bahadúr, you begin your journey to heal the wounds that scar this society's chances of success, to unite the populace as a strong and powerful community once again, and to fend off a strange and growing threat that looms over what remains of order on the planet.

You've also still got to pay rent, so you'd better get dat loot.[/spoiler][spoiler=Important Terminology:]1 - The Old Alliance: A once strong union between the most influential races of the world, based on cosmopolitan principles which forged a strong and powerful pact. These principles were for the betterment of all involved, for the protection against bigotry, and for the enhancement of society in all aspects that would bring forward all those involved into a Golden Age.

2 - Age of Enlightenment: An enormous boom in society, involving advancements in technology, beliefs, and overall intelligence of the Old Alliance. This age witnessed a number of shifts, ranging from humble things such as the establishment of schools for the young, to the use of magic and machinery in unison to create powerful artefacts and tools which brought wonder to the world, not to mention society having a much more cosmopolitan and cultural growth. It also heralded the Empyrean Project.

3 - The Empyrean Project: A mysterious task, in which an enormous amounts of raw mana were concentrated into a single crystal, to later be detonated for some goal. It was hypothesized to do a number of things, such as open a gateway into the realm of God, or the creation of a pool of infinite energy. It resulted in a cataclysmic effect that swiftly ravaged the world, once a large variety of ecosystems, akin to our own planet, but now much of the soil has gone, and much of the planet has became barren wasteland. The only trees that habitat this lands now are the mythical Silverwood Trees which, while once rare, have became peculiarly abundant in the uninhabitable wastelands.

4 - Magic: Magic is a the power of influencing events by using mysterious or supernatural forces - in this setting, those mysterious and supernatural forces come in the form of mana. Mana is an element which is very scattered throughout the atmosphere and in the air, among the many mean primarily through the respiration process of the mythical Silverwood Trees. The more arcane energy in a place, the more powerful manipulation can be applied.

There are two ways of tapping into this energy. Firstly, one can directly tap into the mana in the atmosphere. The technique for this affects the rate of mana the mage can use and requires a great deal of focus, and as such is often only used by practitioners of this art, or by mages who are aware they're in a Mana-rich environment. While slower than the instant consumption of a Mana Crystal, this means enables a mage potentially limitless mana, depending on how much is around of course.

Secondly, a mage can simply consume a Mana Crystal: gemstones that are crafted by druids and mages who devote their entire life to this art, and selling them for a profit. Mana Crystals are essentially ammo - and their consumption readily charges a spell. There are seven different colours of mana crystal, each with their own unique traits:
Blue Mana Crystal: Also commonly referred to as a Mana Crystal. This is a standardised crystal, easily created from any drawn Mana in the air. They're fairly balanced in their make-up, and fairly reliable.
Red Mana Crystal: By bolstering a user's equipment, these Crystals earned the name of War Crystals. These crystals, in consumption or use in blacksmithing, enhance a piece of equipment's performance.
Green Mana Crystal: Also dubbed Elemental Crystals, as these Mana Crystals are specially crafted to enhance elemental magic. They're ineffective with any magic that is not elemental.
Black Mana Crystal: Nicknamed Power Crystals or Elysium Crystals, these crystals are effectively stuffed with a particular type of mana, as much as the crafter can imbue at the time of crafting. They're highly volatile and spontaneous, but their consumption will at the very least double a spell's power.
White Mana Crystal: They also go by the name of Ghost Crystals for their faintly form. Crafted by halving the normal Mana input, these crystals half a spell's power. Normally this would be a bad thing, but for an apprentice, it could save lives.
Royal Mana Crystal: Named by their regal colouring, these Mana Crystals are Mana Crystals crafted almost exclusively by Archmage Herodotus, and others who learnt such a craft under the previous Archmage. They're perfectly balanced, and enhanced, maing them highly valuable.
Elysium Mana Crystal: Mana Crystals crafted from Elysium energy, thse crystals were the crystals used in the Elysium project. Unbalanced, and unrefined, their use is completely unpredictable, and their use has been outlawed.

5 - God, and the Clergy: God in this setting is the figure that the majority of the clergy of the Old Alliance worshipped, specifically because this deity was the personification of morality and many good traits, among which include honour, valour, honest, etc. It was believed by this clergy that the Empyrean Project was an attempt to tear aside the dimensional barriers between this world and their God's, and the cataclysm that resulted from this was their God's way of stating this act was filled with hubris, and that the use of mana should not be trusted. The clergy itself is heavily themed on Roman Catholicism, with the use of Priests and Bishops.

6 - The Questers' Rest: A local inn that serves both customers and patrons, well known for housing a number of mercenaries, wayfarers and adventurers during the course of its life. It has served as the home for Ajax Bahadúr since his childhood. It will also be the main housing for all the player characters of the role-play during the course of the role-play, until another opportunity presents itself. It is ran by Roderick Bimini and his wife, both well reputed citizens known for their kind hearts.

7 - Coffee: Considered a miracle, this high elven invention consists of coffee beans and, to the surprise of many, water. The brew has been known to have invigorating effects but is also considered relatively addicted, to the point which the old government once considered it an illegal narcotic.

8 - Currency: Coppers, Silvers, and Golds. A currency is a type of money, used in exchange for goods. This RP's currency, as stated prior, comes in a hierarchy of three: 100 Coppers is a Silver, and 100 Silvers is a Gold.

More Terminology will be added should it be necessary[/spoiler][spoiler=Races:]1 - Humans: Humans are common and uninteresting. Smart but not the smartest, strong but not the strongest, having ability to use magic but no affinity for it, have plenty of bastards among them but not necessarily always chaotic evil. They live longer than mayflies but shorter than elves. In other words, humans are the literal Jack of All Trades in this setting. What does manage to make them distinguishable is their adaptability and non-linear thinking. They are represented by Lord Hamson.

2 - Elves: There are many subdivisions, but general, across-the-board features include around human-height, pointy ears, nimbleness and litheness, magical affinity, and are very spiritual in their respective ways. All elves are represented under Viceroy Alberich. With that out of the way, there are three elven sub-races in this setting:

2.a - High Elves: In contrast to humans, High Elves are taller, thinner, prettier, more graceful, better-read, more intelligent, more socially progressive, less aggressive or confrontational, and are masters of the arcane. In fact, the only quality these elves seem to be lacking is humility. While they may not have the strength of a human, their ability and grasp of magic far exceeds that which many other races could hope to reach. They tend to get a bad reputation, but despite how pretentious they are, High Elves still make a very formidable ally, and their allegiance isn't overlooked.

2.b - Wood Elves: In tune with nature and prone to spiritual contemplation and empathy, wood elves are deadly archers with a vision unmatched. Their magic tends to be more druidic or shamanic rather than wizardly. These guys are among the least stuck up elves but they'll usually replace cultural posturing with lectures on respecting nature which can eventually become exceptionally pretentious. Fortunately, this is to a much lesser extent. Among other races, the wood elves arguably have been hurt the most from this cataclysm.

2.c - Drow: Drow really have a different idea than other races. For example, not only are their matriarchal with men treated as slaves, servants and breeding stock, they are the only well-established society with a "survival of the fittest" ideology. Masters of cunning, assassination, stealth, as well as a craving for magic like no other, not many people are fond of the Drow for their distrust and deceitful nature in their society. Many consider them absolute bastards.

3 - Dwarves: Rolled off the stereotypical dwarven assembly line, you know them: gruff, gold-loving, industrious, blunt-speaking, Scottish-accented, practical, Viking-helmed, booze-swilling, Elf-hating, heavy object-swinging, stout, long-bearded, stolid and unimaginative, boastful of their battle prowess and their vast echoing underground halls and mainly just the fact that they are Dwarves. Masterful miners and blacksmiths, with names like Dwarfaxe Dwarfbeard and Grimli Stonesack, the latter of which represents the Dwarves, many simply aren't even interested with magic.

4 - Orcs: We're going for a Blizzardly Orc here, meaning they're not savages who seek to destroy all forms of civilization as much as possible, but rather they've got their own civilization - it just seems rather barbaric by our standards. Orcs are honourable warriors, bigger and stronger than most other races, but they're not as culturally refined as the other races - probably because they don't care about it and are also considered rather lacking of intelligence. Battle, Battle, Sex, and Battle is essentially the driving force behind Orc Culture. They're lead by Warchief Zaszal Stronghorn

5 - Gnomes: [acronym=Represented by some laughing stock of their community]AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA.[/acronym]

6 - Hobgoblins: These little bastards are evolved Goblins in a sense - they actually have a moral compass. Shrewd merchants who probably have a gold fetish as much as a dwarf's, they have a bad reputation from their goblin ancestor as being untrustworthy and evil to the core. To remedy that, the Hobgoblins have put efforts into massacring their goblin predecessors to prove their worth, but apparently people don't look kindly upon genocide. "Hibbies" for short, this nickname for their race only makes their tiny bodies fill with more tiny, tiny little rage. Trade Lord Lars Goldengrin serves as their racial leader.

7 - Beastmen: Though widely considered abominations, these mutated sapients are individuals whom suffered the Elysium Project's radiation first hand, their former forms now merged with that of beasts. As they are a newly brought about race, they have no representative and are outcast for their disfigurement - while they are the only civil race that came about from the project, they are still regarded as abominations just like all other creatures created from the cataclysm.

*You do not have to use these above races. You may use characters of your own race, but please note that you will be contacted by me in order to help work the race into the RP. Do not let this deter you, though.[/spoiler][spoiler=Cornucopia:]

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Marked Map

The above is the geographical map of Cornucopia, the region that is the main setting for this RP. Named as it remains the only discovered bountiful, life-supporting part of the planet at this current time. The rest of the discovered planet retains the thunder-filled skies and now barren and bare, exposed rock. Only the Silverwood Trees are abundant in these lands as they continue to spew mana into the air. (See reference here)

Using the Marked Map provided above, below has been provided a list of listed regions and settlements, which correspond to the map:

A - The Sea:
'nuff said.

B - The Tower:
A particularly large mountain sitting at the edge of the Khidiri, which has been taken hold of by the dwarves as a godsend to their habit of mining, though the Orcs, too, have settled nearby. Sitting on an enormous, lucrative source of many metals and minerals, the Tower acts also as a roost for a Dragon, which as of yet remains unseen to the eye of the dwarves.

C - Forest Abkhazia:
A very large and thriving forest, home of the Wood Elves. Following the road to the settlement is the only advised course of action regarding Abkhazia, as the great forest has taken many lost wanderers into its vast greenery, never to be seen again.

D - Herodotus' Land:
A small offshoot island that is home to the Archmage Herodotus, and the small school of magic he runs there; protected by the enormous pikes piercing from the ocean, the only safe way to reach said island is by boat from the close-by Pikebay Port.

E - The Great Range:
The Great Range is an expanse of dry, hot land, home to many farm settlements for ranching the remnants of cattle and livestock. Little greenery sans the settlements, the Great Range is rather barren in that sense, though has often been a place of training for warriors.

F - The Khidiri:
The Khidiri mountain range is the large group of mountains which close in the north-eastern border of the Cornucopia region. Regarded as somewhat sacred, these mountains are mostly uninhabited, save the Dark Elves who have tucked themselves deep, down inside its great depths.

1 - Maranar:
The estate of Viceroy Alberich, named "Settled in Sunlight", Maranar is an estate which provides farmed goods to Hamson. Beyond that, it simply serves as a shining example of the vainglorious High Elf.

2 - Hammerwatch:
The great Dwarven Mining City, a land of abundant metal, Hammerwatch is the keep of Grimli Stonesack's kin, who maintain both a haven for the dwarves as well as a powerful mining force. The fortress itself is large enough, though the city itself goes deeper and deeper into the mountain itself. People often make regard that all could be compensation, however what is undeniable is Hammerwatch's tough presence in the world.

3 - Orkramash:
Yet another fortress embellished upon the Khidiri's feet, Orkramash is the Orcish Hold. It also doubles as the central hub for the military of this world, as soldiers are sent to the fortress for their training of devotion to serve the people. This city, for this reason, is of great, incredible importance.

4 - Midsummer:
A peculiar town, said to have connections to the Fae. While nothing prominent beyond the mill is of major service from this settlement, the notion of the assumed extinct fae has interested many individuals. It also serves as the final town of greenery before the Great Range.

5 - Goldengrin Bazaar:
A town filled with hibbies, Goldengrin Bazaar is a notoriously cheap and dangerous place. Believed to be the source of all crime, rogues and bandits are a very common sight here. However, this place is filled with treasures people assume as trash, and sell off for cheap-as-bread prices.

6 - Alexandria:
A humble farming town of humans dedicated to their jobs. Often they fall prey to the crime that spews from Goldengrin Bazaar, however they remain stoic in their home and continue to provide an enormous contribution to the food and other farmly goods they can provide.

7 - León:
A ruins-turned-city of the Beastkin, wallowing in pity and hatred of the persecution they receive, León is supposedly a quarantine for these deemed abominations. Yet, they still provide contribution to society, ranging from mining what they can beneath the city, to being sold off as help, often to Coronis.

8 - Coronis:
A town turned into the worship-hub of the individual known only as the Lord of Crows. Being so vastly far away from Hamson and other places of influence, the residents have no choice but to bow their knee to the great wizard and do his bidding. Funnily enough, they're doing fairly well for themselves.

9 - Pikebay Port:
The literal home of magic, Pikebay Port serves as the hub for anything magical related. A number of schools sitting here to teach, shops to sell mana crystals, and of course, the port that enables pilgramage to the wise Herodotus' land.

[spoiler=10 - Hamson]



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Alternative Perspective

Hamson is the only remaining city, though it is a strong one. A large city with an octagonal wall, the western wall a harbour for the fishers and expedition teams searching for more land; Hamson is the shared home for humans and High Elves, as well as a significant Beastkin population. Founded by Lord Hamson and ruled in unison with Viceroy Alberich, this city is where all the hustle and bustle happens, now. It is also th Holy City, yielding much of the faith in the brilliant and beautiful churches. With well constructed, beautiful streets, and shops and homes for those who can afford them, Hamson is a shining example of society in what remains of the shambles of the old Empire. For how long can this cosmopolitan atmosphere last?

Prominent Buildings:
Alchemist
Blacksmith
Church
General Goods Store
Hamson Harbour
School
[spoiler=Quester's Rest]



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Ah, the Quester's Rest. A humble inn ran by a retired wayfarer and his family, this place is a warm home to guests and patrons alike. This is also the starting point of the RP, funnily enough.

Standard Room (Female)
Standard Room (Male)
Basement Arena[/spoiler][/spoiler]
11 - Mubdar: Drow for "The Door Above", Mubdar is a small entrance into the Khidiri range, though reaches the settlement of the Drow before going any deeper. Most outsiders are not welcome here, and it is often a death sentence to enter the Door without the consent of the Queen of the Night.[/spoiler][spoiler=Where do I begin?]Your character will begin their story overhearing Ajax Bahadur's announcement to proactively change the way society is. Your character for whatever reason is, too, sick of how society is falling apart and the friendship between the many races deteriorating, and now has got their chance to help in fixing the wounds, and rekindling hope in the failing society.

In order to do this, your character:
- Must be in the Quester's Rest, duh. Whatever reason: they could be a resident, a patron, or just getting a drink.
- Must want to pro-actively take part, or at least have the opportunity to do so, in this quest. Otherwise, what is the point of even joining up?
- Must be able to fight, or support fighters out of battle. This adventure is going to be dealing with bandits, monsters, and worse, so if you can't hit back, you've got to at least be able to aid your team.

Beyond this, it is essentially whatever. Seriously, you do not even need to stick to the races provided. Just be creative, and have fun![/spoiler][/spoiler][spoiler=Application Form:]This is a frame-work of your app. Use this as a skeleton of what you will use to create your character. The following below is what is necessary for your application; however you can alter it somewhat.

You may: add additional relevant sections (such as a biography/trivia/etc.), recolour/modify text (Appearance -> Looks/Getup, etc), add character catchphrases, etc.
You may not: shrink/grow font size for mandatory sections (such as 5 lines for Personality), delete/rename sections of the initial app, use inappropriate content for both YCM and the plot, etc.

Your application’s contents should be appropriate for the setting, so make sure it is!

*do not forget to specify where you want your application’s feedback should it be needed before acceptance, either via OoC Thread, or PM!

[spoiler=Application Preview:]Personal Information
Character Name: (Nothing ridiculous please; your RP character’s name)
Race: (From the provided, or others, though will need to be discussed)
Sex: (Male or Female, no other's will be accepted)
Age: (Nothing ridiculous please)
[spoiler=Personality:](Spoiler Please: 5 lines of text minimum in order to be acceptable. Please note)[/spoiler][spoiler=Appearance:](Spoiler Please: Images are acceptable so long as they're appropriate with the plot, if not 5 lines of text without an image.)[/spoiler]

Combat Information
[spoiler=Equipment:](Spoiler Please: Describe a full, in depth list of the equipment your character uses (this means anything your character equips upon their person.))[/spoiler][spoiler=Inventory:](Spoiler Please: Describe a full, in depth list of the inventory your character uses (or, in other words, any items that do not classify as equipment.))[/spoiler][spoiler=Attacks/Technique(s):](Spoiler Please: Describe a full, in depth list of the attacks and techniques (any ability that would not be qualified as an attack) your character uses.)[/spoiler]

Other Information
(You may include any and all information that has not been used above, so long as you maintain the formatting. A popular choice would be your character's favourites, a little bit of trivia about your character, or even a theme song.)[/spoiler][spoiler=Application Code:]
[b][u]Personal Information[/u][/b]
[b]Character Name: [/b]
[b]Race: [/b]
[b]Sex: [/b]
[b]Age: [/b]
[spoiler=Personality:][/spoiler][spoiler=Appearance:][/spoiler]

[b][u]Combat Information[/u][/b]
[spoiler=Equipment:][/spoiler][spoiler=Inventory:][/spoiler][spoiler=Attacks/Technique(s):][/spoiler]

[b][u]Other Information[/u][/b]
* Applications are NOT accepted based on their speed of completion, but rather the quality put into the application.[/spoiler][/spoiler][spoiler=Character Roster:]Active Characters:
Below are a list of accepted applications whom are allowed to post in the IC Thread:
Ajax Bahadur - Kyng, Host Application
Alviss Stormpace - Kyng, Host Application
Zinnia Maltama - Hotaru, 1000 points
Daphne Aerior - Elly, 1000 points
Ryne Clobbif - Hotaru, 1000 points
Kaitlin Silvanas - Cherz, 138 points
Bridget Tzigane - Aisu, 66 points

Inactive Characters:
Below are a list of accepted applications whom are not currently able to post in the IC Thread:
Andantar Gurzgoth - Kyng, Host Application, Delayed
Selisen Myorthal - Aix, 1000 points, Lost Interest
Gryphon Grendel - Renegade, 1000 points, Inability to Continue (We wish you the best, buddy!)
Damian Malik - Renegade, 1000 points, Inability to Continue (We wish you the best, buddy!)
Atralina "Mephala" Laraethoth - Renegade, 1000 points, Inability to Continue (We wish you the best, buddy!)

Important NPCs:
Below are a list of NPCs whom are deemed sufficiently important to be placed on this list:
Lord Johannes Hamson
Viceroy Altan Alberich the Radiant
Grimli Stonesack
Warchief Zaszal Stronghorn
Trade Lord Lars Goldengrin
Archmage Herodotus
Archbishop Francesco
The Lord of Crows
Captain Goatbeard
Queen of the Night[/spoiler]
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[spoiler=Ajax Bahadúr]d7lL8Gh.png
"Time to get something done."
Personal Information
Character Name: Ajax Bahadúr
Race: Human
Sex: Male
Age: 24
[spoiler=Personality:]Ajax Bahadúr has all the makings of your average hero. He's got a moral compass pointing in the right direction, a friendly personality, and is fairly intelligent. He's proactive, and has a pretty strong sense of honour and duty, one that was bred into him through his family. Ajax takes pride in his heritage and his bloodline, greatly valuing his principles and values, and the honour his family stands by. But beyond all of this, what makes Ajax stand out is his incredible leadership abilities.

Ajax's heritage has blessed upon him charisma in buckets: not only is he a very powerful fighter, but he holds an air of motivation unlike any other, and he frankly has the balls to challenge others; above all else, Ajax has a caring heart to his comrades. Harsh to his opposition, but generous and kind to his allies, Ajax clearly is the embodiment of the ambition he carries - the re-emergence of the once great and powerful Empire. Those close to him, mind you, might note some rebellious nature to him, perhaps hinting a deeper motive.[/spoiler][spoiler=Appearance:]

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Alternative.

Ajax is a strong young man, born with auburn hair and handsome piercing blue eyes, embellished upon a firm yet well groomed face. High cheek bones and a short nose, too, serves to portray Ajax's appearance to that of a noble, with having these numerous beautiful traits. His form, standing in at 6 foot and weighing roughly 135 pounds, is well recognizable by his muscled arms and long legs, garbed in a blue coat sitting over a dim blue tunic, somewhat loose grey pants that are easy to move around in, and some swanky brown boots.[/spoiler]
Combat Information
[spoiler=Equipment:]Cuirass and Pauldron: A stupid excuse for armour. Seriously, it is too little to be significantly protective. Ajax simply wears it to look shōnen as fawk.

Clothes: Ajax wears next to no armour. Ajax is not a warrior who fights armoured to the teeth, but rather prefers to remain agile. He also likes looking damn good doing it. He wears a simple tunic beneath his coat, along with trousers and boots.

Stormbreaker: Hitting the Hero Nail hard, Ajax wouldn't be complete without his sword, a simple yet ornate longsword. Well tempered steel roughly 36 inches long, Stormbreaker's sharp edge serves as a channel for Ajax's magical abilities.[/spoiler][spoiler=Inventory:]Mana Crystals: Beginning with 34, Ajax currently has 32 Green Mana Crystals. after healing Alviss and Daphne. Zinnia later gifted him two more Mana Crystals.

Money: Starting with 53 Silvers, and 28 Coppers, Ajax purchased 10 tickets to cross to Herodotus' land, each 10 copper each, a third of the price thanks to negotiating with Mephala's intimidating presence. He now has 51 Silvers, and 28 Coppers.[/spoiler][spoiler=Attacks/Technique(s)]Ajax is a light spellsword, a mixed fighter wielding both the martial discipline of a warrior in tandem with the mysterious powers of magic in order to yield a relatively devastating presence in battle. While taking and shielding damage is not his strongest suit, Ajax's damage potential can become difficult to deal with, as his unburdened, nimbler form enables him to ward off fatigue than heavier fighters.

Swordsmanship:
Ajax is pro-efficient with a sword. Ajax abandons heavy armour in favour for speed, dodging in place of deflecting with heavy shields. Having great skill and proficiency in wielding a blade or blades, Ajax is able to cut with great precision, speed, and strength, demonstrating his incredibly fast weapon control; and while preferring to avoid, Ajax is also relatively capable of deflecting and blocking slashes from opponents.

Lightning Magic:
Heavier armoured opponents used to be a serious issue for Ajax to deal with, until his investment in lightning magic. Ajax consumes Green Mana Crystals in order to imbue his blade with electrical energy which, upon thrusting, will be launched in a pulse towards an opponent. Depending on how fast Ajax is able to thrust his blade at an opponent, he will be able to launch a number of pulses, as the aura imbued upon his blade lasts around 5 seconds.

Healing Magic:
Ever the Jack of All Trades, Ajax is also able to consume Green Mana Crystals and transfer the raw mana into healing, able to provide a quick pick-me-up to a single comrade in need. It enables him to increase his utility a little.
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Other Information
Ajax's Theme: Pending[/spoiler]
[spoiler=Original Post's Contents]


Consider me interested, I'll update this post with my application.
 
You've been working on this for a while, haven't you?

Interest pinned, and yes. Very much so ^^;

Reserving drow trap pls

Interest pinned, and an actually very interesting character I hadn't thought up. I'm looking forward to see it in full fruition.[/spoiler]
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[spoiler=Andantar Gurzgoth]CxiHhJR.png
"For a heartless one, I'm told I'm very friendly."
Personal Information
Character Name: Andantar Gurzgoth
Race: Undead Orc
Sex: Male
Age: 168 (43 at time of Death)
[spoiler=Personality:]Andantar is a lich, first and foremost, and this usually is enough for people to write him off as a bad guy. Who'd like someone who defies the natural order of things through achieving immortality through undeath?

In truth Andantar is aware of this, but unlike most necromancers who have nothing but malicious intent, this orc seeks redemption. Once a power hungry necromancer, Andantar realized in 125 years of his life the errors of his ways and, in doing so, has spent much of his immortal years to help others rather than to further seek forbidden knowledge. It is believed he was able to do so, unlike other orcs, because in undeath Andantar has strayed from combat and sex, the two totems of Orcish society.

Needless to say, Andantar is above all else incredibly wise. His living days as a battlemage for the Zaszal dynasty has enabled him to be wise beyond his years in all matters political. A tactical mastermind, Andantar's wisdom alone is a great contribution to any of those fortunate enough to ally themselves with him.[/spoiler][spoiler=Background:]Andantar, while a powerful warrior, was power-hungry beyond his years. He swiftly learned of magic and, believing that it was a limitless power in stark contrast to corporeal might a warrior can yield. He believed magic was limited only to what the mind could bring and thus hungrily sought and learnt all that he could regarding magic. He was swiftly a master mage and mastermind, serving the many rulers of the Zaszal Dynasty as their Battlemage.

It was there, however, that through being ruled by a great number of Warlord Orcish Chieftains, that he finally decided that if he were to become truly and limitlessly powerful, he had to become immortal. The only path of magic he knew of at the time that promised such was necromancy, the art of literally defying death. Abandoning his post as the chieftain's Battlemage, and redirecting his magical power to solely necromancy, Andantar progressed to care little of his family, of life, and his mind gradually became warped upon power.

To such an extent this was that Andantar finally took the step to immortality at a grave, deep cost. In consuming the souls of his wife and sole daughter, Andantar used his enormous wisdom and power to release his soul and bound it to a mockery of a toy his daughter once held. In acheiving this state of immortal bliss, Andantar was finally happy. He felt an abandonment of the burdens of his blood. He no longer had a care for the world. Above all else, however, Andantar no longer sought power.

However, eternal life is a long time to live - and it was not long before Andantar came to realize the errors of his ways. Losing his wife's tender embrace, his warlord's admiration and appreciation, and his daughter's adoration, the heartless Andantar's heart broke. On that day, he made a vow that he would not pass on until he had redeemed himself in the eyes of his betrayed loved ones, devoting his immortality to nothing but good for that day onwards - though his guilty soul will burden him 'til the end of time.[/spoiler][spoiler=Appearance:]

GaWQiDc.jpg

Appearance at time of Death

Once a great and powerful Orcish Battlemage, Andantar clocks in a staggering 6 foot 8, a build well familiar with the powerful Orcs, however he weighs 100 pounds, which for an a race of 200 to 300 pounders is clearly a lot of lost weight. This weight loss is due to Andantar being bones and his garb, and nothing more. A skeletal orcish lich who's skull's eyes glow blue with his raw ethereal might, Andantar looks absolutely ferocious and is certainly the thing of nightmares.[/spoiler]
Combat Information
[spoiler=Equipment:]Lich's Armour:More ceremonial and intimidating than actually protective, Andantar's cloak and kilt coat his skeletal form with flame-retardant enchantment. It is one of his protections to his Phylactery.

Phylactery: An object used by the lich to contain his soul and protect him from death. Andantar once chose his daughter's bear as a mockery of her innocence, but now guards it with his life as the last piece of his daughter he has, bound by guilt to forever remember the price he paid for immortality.
[/spoiler]Inventory: n/a[spoiler=Attacks/Technique(s)]Andantar is a Lich, an undead necromancer with a century and a half of experience. Andantar refuses to engage in cruelty, however, and thus while capable of using a vast magnitude of wicked necromatic spells, he will not do so. Nontheless, Andantar is an incredibly powerful mage nontheless, and is one of the few capable of commanding a wholly unified army.

Necromancy:
Andantar is a master of necromancy, though unlike most liches uses it for good. A common practise Andantar uses is summoning a skeletal horde, binding the bones with his magic itself to sustain them and control them. Andantar is also capable of communing with spirits who have not passed on to the mortal plane. An incredibly powerful technique Andantar holds, however, is his ability to resurrect - the Lich is more than capable of re-binding a soul fresh from its body back. However, the difficulty is determined on a number of factors, such as the duration the soul and body have been separated, and if the body can even sustain the soul.[/spoiler]

Other Information
Andantar's Theme: Invincible[/spoiler]

[spoiler=Original Posts' Contents]

I think I'm going to play a custom race.  I will work on it and have it up within... 8 hours.

I am really looking forward to what you'll conjure. =D

You should already know of my interest in this RP. Since I just told you on Skype I was going to work on the app. And I've mentioned my excitement for it many times. And that I was actually willing to help should have made this obvious even without downright saying I was gonna try out.

I know, I heard, I recall, and I appreciate the help as well as the participation, Desu-senpai <3[/spoiler]
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[spoiler=Alviss Stormpace]6yqNrvu.png
"Get a bloody move on!"
Personal Information
Character Name: Alviss Stormpace
Race: Dwarf
Sex: Male
Age: 34
[spoiler=Personality:]Alviss Stormpace is a dwarf like all the others about coin, beer, and not standing the pretentious elven kind. But not too much like most dwarves, rather than making caves, mines, and digging into ruins, Alviss sperlunks on a whole new level - taking an axe or mace in one hand, and bolstering with a shield in the other, Alviss storms through monster dens and burial grounds, seeking treasures and glorious, and beating the living shite out of anything that gets in his way. It is among the few things that really makes him smile. Not from bloodlust, but from excitement and the rush of adventure.

Even though perhaps the most crucial ally of Ajax's company, Alviss may not seem like a nice fellow on face value. He's fairly strict and disciplinarian in his work, and is far from afraid to be rough with anyone who acts like a fool in a dangerous situation. Also, as already stated, he hates elves. He hates the arrogance of High Elves, the nature-loving wood elves, and the downright strange Drow. He doesn't understand them, and he doesn't want to. He is, without a doubt, quite bigoted against the elves.

However, underneath that surface shines a heart of a hero. Though a gold-seeker, treasure-hunter, reward-claimner, Alviss puts the lives of his allies first. He has sincere care for his companions, and while willing to discipline, he's more than happy to praise good work. On top of that, he's a pretty humble guy, never one to claim the fruits of others, but always the one to pass off his own deeds to others; and yes, even to elves.

Overall, Alviss is a pretty cool guy. It'd be nice to trim off the elf-hatred, but who's without fault?[/spoiler][spoiler=Background:]Alviss is nothing short of an absolute badass. Traditional dwarves are said to be born with a hammer in their mother's womb, to reflect their sheer skill at smithing. It was said that Alviss, however, was born with his axe. Alviss was never as interested in mining, smithing, metal-working like most other dwarves. Don't get him wrong, he knows his metals very well. He just preferred to use them much more than craft them. It was by fortune that, during a guild fair, an Orcish Blacksmith took mercy on the curios dwarf, and taught him how to fight like a champion.

Alviss soon put those lessons to practise - it was not long before he slew his first great beast, bringing him a mighty trophy. He regularly hunted with the hunters of his town for his skill in slaying and tracking, exploring, and his damn good intuition. But, soon enough you'd get tired of the same forests over and over again. So, Alviss decided to not bore himself to death and do something about it. He actively took part in aiding cartographers map the region his hometown was settled in.

But, even that wasn't enough for Alviss. When he was old enough there was nothing stopping him leaving home for whatever lands he damn well desired. In his exploration, he had adapted the cosmopolitan beliefs of the Old Empire and truly valued a culture for their own. In between these travels, he dived into caves with mercenaries or fortune-seekers, and skewered monsters' skulls open, raiding their treasure chests and hoarding like any good dwarf should.

After the Empyrean Crisis, well, Alviss has been out of luck. Soloing caves isn't hardly as fun as doing it with a loyal crew at your back. So he simply makes a fair coin, and spends it on booze in his favourite watering hole, the Quester's Rest. He enjoys sharing stories with the veterans.[/spoiler][spoiler=Appearance:]

RowmUdR.jpg


4 foot 5 inches, 150 pounds of muscle and fats working just right in tandem to make Alviss a damn powerful dwarf. A mighty long beard and hair, down to his stomach and his shoulders respectively, both with a powerful, deep brown hair colour, though his eyes are of a lighter hazel.

[/spoiler]
Combat Information
[spoiler=Equipment:]Dwarven Axe: One of the two weapons of choice by the dwarf, this axe's wide, cleaving head is effective against armour and is a pretty damn effective projectile, too.

Dwarven Mace: A sword might bounce off of heavy armor, but a well-designed bludgeoning tool will leave a sizeable dent and break any bones underneath. This is that well-designed tool.

Dwarven Shield: Protection in its finest, this shield gives Alviss pretty good coverages and, on top, is damn effective for bashing which serves as a good opener.

Clothes: Who said a dwarf can't look defensive and stylish? Alviss wears good quality and well-padded clothes over a layer of chainmail and, alongside bracers and other padding, can take a damn good punch.[/spoiler][spoiler=Inventory:]Cutlery: Alviss is a sophisticated wayfarer.

Money: On hand Alviss has 1 Gold, 68 Silvers, and 98 Coppers.[/spoiler][spoiler=Attacks/Technique(s):]Alviss Stormpace calls himself a Champion, but he's really a warrior. His heavy muscles, sturdy chainmail, and powerful shield guarantee solid defences on the dwarf, while having an option between a vicious mace and sharp axe allows him to really lay into heavy armoured foes. His slow movement impairs him against swifter enemies, however.

Axemanship:
Alviss is more than capable to demonstrate a savage aptitude for the ways of the axe, wielding an axe with great proficiency in brute power and destructive features to kill strong enemies. He also is proficient in wielding throwing axes to add a ranged attack to his repertoire. Another neat trade, he can also use their axes as a tool or chopping wood cutting through most materials.

Macemanship:
Alviss is also able to demonstrate brutal aptitude for the way of the mace. He possess great proficiency in power, defence, and stamina making them very dangerous in close combat, enabling him to break down structures and take out heavily armoured enemies thanks to his crushing blows.

Shieldmanship:
Guess what? Alviss is able to demonstrate tactical aptitude for the way of the shield, capable of wielding a shield with great proficiency in power, defence, and endurance. He can also able to use it for offence such as bludgeoning their opponents, countering attacks and shunting it into their opponent to disorientate them and expose them to a counter-attack.[/spoiler]

Other Information
Alviss Stormpace's Theme: Skolldir[/spoiler]

[spoiler=Original Post's Contents]

One question if we have enough points for 1 character, but not enough for any others we make would the others be subject to your judgement, also are points paid before or after we are accepted?

- Any other apps will be paid for by meeting the quota as much as possible, and to the Host's discretion.
- After acceptance.

hello i am here to do the thing

=I[/spoiler]
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- Any other apps will be paid for by meeting the quota as much as possible, and to the Host's discretion.
- After acceptance.=I

Thank you. I apologize, but I have a few more questions.

 

1. I was planning on making a Drow character would you mind me making her hired help for the convoy?

2. I was planning on doing a custom race, what information would need to be included and should I PM it to you or post it here once I'm finished?

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Yeah, this whole "pay me points and I'll let you join!" thing I don't think is kosher under my current interpretation of the rules, particularly because you are restricting newer members who may otherwise be capable of handling such an RP. Please remove that section and refund all members appropriately, or face a lock. 24 hours.

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ohgoddamn. I would join this so hard except I haven't had any points for like a year. >___<;;
is there any way i have around that or...? >___>;;

Yes. You don't need to pay, it is to the host's discretion if I let you join or not.
 

Thank you. I apologize, but I have a few more questions.
 
1. I was planning on making a Drow character would you mind me making her hired help for the convoy?
2. I was planning on doing a custom race, what information would need to be included and should I PM it to you or post it here once I'm finished?

1. Convoy? XD Anyway, that is easy enough -
2. Anything that you think will be relevant. So long as they're sufficiently fleshed out,
 

Yeah, this whole "pay me points and I'll let you join!" thing I don't think is kosher under my current interpretation of the rules, particularly because you are restricting newer members who may otherwise be capable of handling such an RP. Please remove that section and refund all members appropriately, or face a lock. 24 hours.

These points are to be paid upon acceptance into this Role-play (submitting your app will cost you nothing.)

> If you do not have the required entry fee, it will be up to the Host(s) to decide whether or not to allow your entry into the RP.

This doesn't restrict people on joining, points but a show of good faith, nor has any member paid anything as no apps have even been submitted, let alone accepted. Furthermore, there is no rule against using points in a trust scheme at the time of posting this reply, a scheme which has been used on multiple occasions with no repercussion prior (because it is unnecessary). What grounds do you have to lock this thread? Otherwise, can I help you with anything else?

EDIT: Added another important term, regarding the currency for the RP. If you want your character to have money, you'll need to know what this RP uses for it, amiright?

Also please note, should any character you create use any kind of magic, they'll need to either burn mana crystals (like ammo) or manipulate mana in the atmosphere. Ensure that the latter of these is regarded as an ability!
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Just pointing out that the map isn't labeled. I mean you can more or less tell where everything is supposed to go, but yeah...
 
Noting interest...probably Beastkin...

Interest noted.

Did you click on the marked map link? Just want to be sure.
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Sounds very interesting, so be expecting my app within a few days. 
 
Is it alright if I go with an High Elf?

Hey Hotaru!

I've PMed you with an interesting opportunity. Tell me what you think there =3
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[spoiler=Atralina "Mephala" Laraethoth]

Personal Information:

Character Name: Mephala (originally Atralina Laraethoth)

Race: Beastkin (originally High Elf)

Sex: Female

Age: 59 human years, tells people she is 56

[spoiler=Personality]

Atralina, or rather Mephala, is quite the haughty individual. Thinking that she is the 'be all, end all', Mephala is incredibly narcissistic and self-absorbed. Even after being transformed as a result of the cataclysmic event that followed the Empyrean Project, Mephala sees herself as the pinnacle of beauty and assumes that while in the company of men that they are hitting on her. If you hadn't guessed at this point, Mephala is insanely superficial and is most likely the most pretentious and superficial High Elf in existence. 

 

For the most part, Mephala considers conflict with others as below her. Considering herself, of course, to be the best warrior in existence she often leaves fighting to those around her and is really more dead weight in an adventuring party than anything else. That isn't to say that Mephala isn't a talented swordswoman or fighter, but rather she does not often willingly to take part in conflict. The exception to this is when an opponent directly strikes her. She considers this an outright insult and will immediately leap into the fray afterwards. However, she is prone to stop in the middle of a fight to check her appearance.

 

Mephala is often accompanied by some sort of servant person. They carry around her luggage and help her with her make-up and hair. During her temper tantrums, Mephala is prone to fire her servants and as such is constantly in need of new help. During solo adventures, these servants often do much of the hard work, occasionally getting killed in the process. Of course, Mephala's only complaint in that ordeal would be that she has to carry back her own equipment. 

 

In regards to her desire to join the party, this stems from her big-headed, self-centered views and expectations. She, of course, assumes that once joining the party she will be hero of the quest and receive not only adulation from her fellow adventurers, but also the majority of the population once she saves them. 

 

[/spoiler]

[spoiler=Biography]

Prior to the cataclysmic event after the Empyrean Project, Atralina belonged to a wealthy family of minor elvish royals. Atralina became accustomed to a life of luxury and people waiting on her every whim. She was widely considered a talented songstress and a beauty to behold. This of course only stroke Atralina's ego, causing it to grow to monumental proportions.

 

As a royal, she was taught in the ways of magic and swordsmanship. While she was not necessarily a prodigy in either of these fields, she was more or less up to the standards that High Elves were accustomed to. That being said, she was indeed led to believe that her sword skills and magical aptitude were nigh legendary. In an attempt to appease the high-headed noble, many servants and teachers often feigned defeat in sparring matches and praised her average skills. This leads her to overestimate her own skills, a flaw that would prove near deadly in her coming perils.

 

When the Empyrean Project collapsed, spreading discord throughout, Atralina was a part of the unfortunate population that underwent the primal change into Beastkin. Upon her transformation, her royal family immediately asked her to leave. Whipped up into a wild tantrum, Atralina began attacking her family. To get her to stop, they offered the majority of the family fortune for her to cut all ties to her lineage and leave immediately. Fueled by her lust for wealth, Atralina agreed and left for the recently established land of Leon and changed her name to Mephala.

 

There she used her wealth and what was left of her reputation to amass a handful of followers with which she started a money lending service. She preyed upon these broken people and used them as a means to bolster her already sizable amount of wealth. However, as time went on, she gained the attention of a particularly menacing Beastkin that had previously been a veteran dwarf warrior. The veteran warrior demanded that she leave Leon and never return, claiming that she was the source of all the negativity in the community that was supposed to be a haven for Beastkin. Mephala took this as a personal insult and challenged the veteran to a fight which she lost quickly and miserably. 

 

It was then that she left Leon, honing her fighting skills slightly and took the life of a nomad, taking on the persona of a traveling noble. Recently she has taken a liking to the adventurer lifestyle, as successful quests does much to satisfy her inflated ego.

[/spoiler]

[spoiler=Appearance]

Qmwyn4Z.jpg

 

Mephala stands at the intimidating height of 6'7" and is almost pure muscle. This sizable stature is due to her transformation to Beastkin and is not a result of her working to achieve such a fit figure. 

 

While she is not the most grotesque of Beastkin, many people find her multiple arms and overly-striking features to be offsetting and anxiety-inducing. And thus, her most deadly power, beauty, has been stripped away in the transformation. Of course, Mephala refuses to acknowledge this and goes on acting like little has changed. Deep down though, she knows what she has become but is not strong enough to face it.

[/spoiler]

 

Combat Information:

[spoiler=Equipment]

Modified Elven Armor: Mephala wears a 'suit' of elvish armor modified to fit her transfigured form. Likewise, modifications were made to show off her body, sacrificing function for form.

One-Handed Sword(x6): Mephala wields six, one handed swords. They are made of a durable alloy, but are by no means unbreakable. They are more or less average swords aside.

[/spoiler]

[spoiler=Inventory]

Gnome Servants: For the time being, Mephala currently has four gnomes employed to be her servants. They carry around the rest of her items and luggage. They are absolutely no use in battle and often manage to disappear when the going gets tough, but somehow always manage to find their way back to Mephala's side once things are a bit less complicated. They don't talk much, however they are constantly muttering in gibberish between one another and giggling at something or other.

Item Chest: The gnomes carry around a large, lavender chest  that stores a variety of items. These items include, but are not limited to, alternate dress for Mephala, non-perishable foods, a decent sum of Coppers, Silvers, and Golds, an array of different sized mirrors, basic first aid equipment, mana crystals and more.

[/spoiler]

[spoiler=Abilities/Spells/Techniques]

Abilities:

Advanced Dexterity/Reflexes: Since Mephala's Beastkin transformation, her reflexes and dexterity have become amazing by most any race's standards.

Enhanced Strength: Not 'super' by any means, but the dainty figure that often accompanies High Elves was vanquished along with her elvish alignment in the aftermath of the Empyrean Project.

Night Vision: Mephala is able to see in the dark.

Magical Affinity: As a former High Elf, Mephala retains the affinity for magic that is shared among the High Elves. However, while before she was able to cast an array of spells, now she is only able to cast a select few, most of which centered around an insect/arachnid theme.

 

Spells(list is subject to change):

Web-Snare: Mephala weaves a web out of mana, drawn either from the Crystals in her swords or the environment, and ensnares opponents. Can be used to set up traps or shot like a net. Could also be modified to reach out of range objects or the like.

Venom Swarm: Mephala conjures up a swarm of wasp-like manifestations made of pure mana. Functioning much like heat-seeking missiles, these poisonous darts are painful, though for the most part not life threatening. Can be modified to be shot out of Mephala's swords in a poisonous arc.

Web Radar: Mephala casts an abundance of web crafted from mana in the surround area. Within a few seconds the web disappears, but as things and people move across the invisible and intangible lines of mana, Mephala gains a brief image of all that is happening around her. 

 

Techniques(list is subject to change):

Six-Sword Style: Mephala has created her own style of fighting, capable only with the use of six swords at a time. She uses two swords as defensive measures, allowing the other four to take an offensive stance, functionally overwhelming an opponent.

Cycle Offense: Mephala spins all six of her swords at once, creating a mass of swirling blades that are almost impossible to completely block or avoid. Can be coupled with a modified Venom Swarm to create a vicious storm of poisonous energy.

Stinger Shot: Mephala hurls any number of her swords at a target, retrieving them with a modified Web-Snare. Can be coupled with a modified Venom Swarm to inflict painful poison damage when hit with the sword.

[/spoiler]

 

 

Other Information:

‣ Atralina's original name was that of her grandmother

‣ Mephala was once a beautiful singer, but since the Empyrean Project's collapse and her transformation, her singing has become horrendous. However, she doesn't seem to notice and continues to sing her heart out. 

‣ The name 'Mephala' is that of an ancient Elvish goddess that was thought to be a goddess of fate and destiny, akin to the three Fates in Greek mythology. 

[/spoiler]

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[b][u]Personal Information[/u][/b]
[b]Character Name: [/b]Kaitlin Kristy
[b]Race: [/b][b]Human[/b]
[b]Sex: [/b]Female
[b]Age: [/b]25
[spoiler=Personality(inlove)
Kaitlin is an intelligent woman, and she has no problem letting others know. She will constantly display her dismay for 'stupid' questions, even calling the speaker an idiot out loud. Other than the arrogance, she is sarcastic and blunt. Kaitlin does not give a damn if she hurts someones feelings, so long as they see things her way. In that manner, she is persuasive. Although she is irritable and snarky, she has the capability of being kind. However, the closest she usually gets to kindness is respect. She sees herself and a few others as supreme to the rest. Like previously stated, she has no problems making others known they are idiots. Kaitlin is frequently described as an 'unlikable b****' or something else vulgar along those lines, yet any form of insult is met with one of two responses; A solid backlash with that dagger sharp tongue of hers, or more likely, she would plain out ignore them.
 
Kaitlin doesn't play well with others that haven't earned her respect, so to say she doesn't play well with 90% of the world. In combat, she will criticize any and all mistakes made by those working alongside her, as long as attempt to upstage them. She will even go a step further to humiliate them, as if to show the others in the place she is above them. So to speak, even in combat she is arrogant. As far as she is concerned, those that aren't worthy of her presence should not be allowed near her. Kaitlin also has no problems killing. 
 
Any 'enemy' she faces in combat is also subject to her sharp tongue. One would be able to infer she treats 'allies' just like she treats enemies. She jeers at them, taunts them, and grazes them intentionally, all from as far back as possible. She is simply aggravating. If she is required to face off against one of equal strength or stronger, her snarky nature vanshes, leaving something possibly scarier. At this time she becomes silent and calculating. She no longer taunts, but instead she goes into an unbreakable focus and deadly precision. Like most, she fears death, and will take any measure to avoid it, even if it means swallowing her pride.
 
Although she is notorious for her proud and irritable nature, Kaitlin is great around strong political figures. Her striking beauty and intelligence allow her to get along with them. She also has no problem dropping morals for her goals. She will play around with hormones to get her viewpoint enforced by others. She also knows how to keep men silent. Kaitlin has a talent for getting her way, fair means or fowl. This isn't going to say she is a prostitute, so to speak. She will not sleep with every man just for one reason. That trick is saved for important and life changing tricks. Usually her intellect is enough to get people to see things from her point of view. She is a master of debate, and a snarky jerk.[/spoiler][spoiler=Appearance:][url=http://s1148.photobucket.com/user/Lukerock99/media/CaitlynRe-Design-Revised_zps26aff4a9.jpg.html]CaitlynRe-Design-Revised_zps26aff4a9.jpg[/url]
[/spoiler]
 
[b][u]Combat Information[/u][/b][spoiler=Equipment:]Kaitlin wields an 'advanced' rifle. It runs off gunpowder and is considered an 'advances piece.' It has three scopes, however two of them are folded down, popping up when she calibrates her rifle. It is a silver gun, with a wood handle. It has a small recoil upon fire, but it isn't enough to be noticable to her anymore. Its long, slender barrel is quite frail, but it still looks like a new weapon as she takes care of it as if it were a child. The gun only has one noticable trait, and that is to calibrate itself. While preparing this, the other two scopes will be unlocked and can be pushed up.  (Note the gun is simple. It has no rapid fire, takes a while to reload, and it just when guns were starting to be invented.)[/spoiler][spoiler=Inventory:]Kaitlin has a small, weird pen looking device. It is what people would call a 'laser pointer.' It sits on her rifle, clipped to the gun. It doesn't serve a purpose at first glance, but however, upon anyone who has ever seen her in combat, she will use it when all three scopes pop up. When she shines it though the scopes, it becomes a highly concentrated red dot sight. It helps her get a lock on to her intended target.
 
She also has a simple pack of gunpowder, one by the gear on her belt loop. She knows how to make gunpowder, and she will at any chance she has to gather resources.
 
Finally, she has a single match on her watch, as she has found gunpowder is quiet flammable.[/spoiler][spoiler=Attacks/Technique(s)(inlove)
Kaitlin had no unique techniques, nor fancy magic. Her gun has a simple party trick. It can allow the other two scopes to pop up, and the barrel to extend. THis process takes two seconds, and will draw a bullet from its storage(max of two bullets storage) They are unique, as they are larger and hit a lot harder. The gun in its current state fires the bullet fast, but comes with a cost. The recoil causes it to fly backwards. It usually causes her arms to go into the air with it. Once the bullet is fired, the target has about .3 seconds to find thick cover, or dodge. Luckily for them, they can see and time how long it will take before she fires, as she will keep the red light on them. 
 
Kaitlin has no response to people whom are able to close distance fast, and as a result, she is not prepared. She will use her rifle as a club if she must. However, she prefers to avoid this issue by just shooting them down before they can get in range.[/spoiler]
[b][u]Other Information[/u][/b]
[size=3]Kaitlin has a British accent. [/size]
[size=3]She is a classy woman and values her physical appearance almost as much as her intelligence.[/size]
[size=3]It is rumered she came from the military, hence why she has access to the rifle. However, she has not denied or confirmed the rumors. She tends to leave them with a vague answer.[/size]
[size=3]Lastly, her theme song is [url=https://www.youtube.com/watch?v=vej7oSiB1a0]here[/url][/size]
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Mana Crystals are basically concentrated Mana, ammo for Spells if you will. A mage can be more than capable of drawing mana straight from the atmosphere. Mana Crystals are just more convenient for immediate casting.

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