CassinoChips' Bios

CassinoChips

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ORPG/URPG/RPB - ORPG/URPG

Name – Luca Dhamon

TitleNone yet.

AlignmentGenerally good.

RaceHuman

GenderMale

Age20

AppearanceLuca stands just under six feet tall and weighs 160 pounds. He has a slender build. Not overly muscular, he has a wiry strength that comes from working in his synthesist's shop every day for hours at a time. His handshake is firm and confident.
Luca keeps his hair very short, military cut-style. It is a very dark brown that looks black because it is so short. His eyes are a light blue that has a tendency to swim between a very pale gray and a light green color, depending on the colors around him. His skin tone is fairly light, as he is indoors much of the day, but he will tan quickly out in the field.
In many ways he is an average human male, with no distinguishing outward physical characteristics. His nose is slightly larger than most, especially if viewed from the side. He usually has some stubble on his face from not shaving every day. There are various nicks and scratches on his hands because of his trade. There is also a jagged scar across his chest from an encounter on the Outer Continent.

AttireLuca can usually be found wearing his trusty durable brown linen breeches and a white linen long-sleeved shirt. The shirt is very light and breathable to help keep Luca from overheating while he's working. Over his clothes, Luca wears cured leather legguards and a full-length cured leather work apron. The apron has innumerable pockets in which Luca stores all kinds of items.
For travel, Luca discards the full-length apron in favor of a lighter cured leather vest. The vest has nearly as many pockets and serves the same function, although it offers somewhat less protection to the body overall. Luca's shoes consist of sturdy light brown, steel-toed workman's boots.

PersonalityLuca is preternaturally calm and generally very quiet, though he will occasionally open up on certain topics, and can get on a roll at times. Very analytical by nature, Luca is intelligent and uses his rational judgment to his advantage. Not a natural leader, Luca prefers to be in the background as much as possible, but he will not hesitate to take over if need be. Luca is very confident in his abilities and believes that there is a right way to do just about anything. He has very little patience for those who don't toe that line. With a sarcastic, self-deprecating sense of humor, Luca does enjoy making others laugh and laughing along with them. If insulted, Luca will quickly respond in kind. If it's good-natured, Luca will join in the teasing. If it's mean-spirited, he has no trouble giving as good as he gets. Due to his craft, Luca is very much a tinkerer, enjoying understanding how things work and studying particularly interesting items.

First ImpressionThose who meet Luca generally find him to be personable enough, but often remark on how difficult it is to get a read on him because he is so quiet. Luca doesn't offer much outright, and you have to dig a little bit to reach into his personality. Only then does his intelligence and sense of humor tend to come out into the open. His confidence in his abilities tends to come across as cockiness.

StrengthNot being overly strong in terms of brute strength, Luca relies on quickness and intelligence to get his "point" across. A single punch would probably do in the neighborhood of 75-100 damage out of a max of 1000.

SpeedLuca is an average sprinter, hitting a top speed of around 12 mph. He is more of a distance runner, though, and can run a mile in the neighborhood of 6 minutes.

EnduranceBecause his fighting style is based on quickness, Luca has the ability to fight for a longer than average timespan. He can run at pace for about 35 minutes, covering 6 miles before needing wind.

ReflexesDue to the precision that his craft takes, Luca's reflexes are above average. While he wouldn't be able to catch a crossbow bolt mid-flight, he could dodge most punches he saw coming. Luca is deceptively quick in physical combat, but if a blow does land it is slightly more damaging than a similar attack on a stronger character.

Fighting StyleLuca is patient, calm, and calculating, waiting for his opponent to strike first before he reacts. Luca's greatest asset may be his versatility, as he is able to change his style to match what item(s) he is using at the time. He generally tends to avoid direct hand-to-hand combat, as he relies on his item combinations to augment his fighting capability. When he does engage, he fights in a manner similar to kickboxing. Along the lines of his belief in doing things the right way, Luca fights honorably, respecting his opponent, as long as the opponent respects him. Luca would loathe taking a life unless it was absolutely necessary.

WeaponsLuca's work as a synthesist allows him to skillfully use, create, modify, and augment theoretically every conceivable weapon. Thus, he has no affinity toward any particular weapon and has a tendency to use whatever he comes across in the field. He does carry two weapons with him in the pockets of his apron/vest. Those are a smithing hammer and a dagger with a six-inch blade. The hammer is made of tempered steel, making it virtually indestructible short of melting it down in a forge or crushing it with a high enough amount of pressure. One side of the head of the hammer has a rubber covering, making it a mallet. The handle is formed of the same tempered steel, approximately 24 inches long, with a cured leather grip. The dagger is fairly basic, made of the same type of tempered steel, as well as a cured leather grip. The unique aspect of the dagger is a secret compartment that Luca can access by releasing a catch at the bottom of the handle. The compartment is small, but can fit certain elements of Luca's craft for him to use in battle.

ArmourAgain, Luca has the ability to use, create, modify or augment virtually any piece of armor. He prefers the comfort and flexibility of his own trusty leather synthesist gear, however, because of it's seemingly innumerable pockets.

AbilitiesThe only specific ability Luca has is that of his synthesism, and the ability to recognize the uses and possibilities for the items he comes across. His commitment to his craft precluded any other skills or hobbies. When he comes across a new item in the field, Luca can within a few minutes identify the basic magical elements that he would be able to draw out and/or combine with other elements. There is no particular items that he must use to reveal those secrets, but it does take a little bit of time. If the item is rare or unique, Luca has to take it to a shop and tinker with it to learn about it, or read a Synthesist's History to discover its properties. For example, if he picked up a set of Gaia Gear, he will learn through a bit of study that it is earth-based, giving it a natural resistance to lightning, and to a lesser extent, fire, and an affinity to earth-based spells. It also has an alignment that is in the spectrum of good. Thus, it can be combined with a white magic or a potion to gie it a restorative effect, it can be combined with an earth-based magic such as Quake to damage an opponent who strikes it, or it can be "tempered" with lightning or fire to strengthen its resistance to those elements.
For a weapon example, in the past Luca has been to carry with him a vial of red liquid which is essentially distilled liquid Fire magic. He pours a bit of that into his palm, where it flares slightly. When the arrow from his bow is nocked, it passes through the flame creating what is a Fire arrow.
These processes take time, and more so away from Luca's (or any) synthesis shop. The more complex the process, the longer it takes to finish, and most processes take at least 24 hours.

MagicLuca has no magical affinity per se, but he has the ability to access the magic within items for synthesism, as described above.

HistoryLuca never knew his parents. He was orphaned in Daguerreo at a very young age, without knowing who he was, where he was from, or how he got to the outlying city. For reasons known only to himself, the Master Synthesist adopted Luca and gave him his name. Luca virtually grew up in the Master Synthesist's shop and quickly absorbed all that his adopted father could teach. As Luca approached the age of 16, he started to become restless, as young men will. He had rarely been outside of Daguerreo, making a trip to Alexandria once and Lindblum twice to accompany the Master Synthesist when he was called to the respective Royal audiences. Thus, he wanted to see what the rest of the world had to offer. Also, he wanted to open his own shop. He appreciated the tutelage of his father, but felt constrained by the constant supervision. Luca wanted to experiment more than the Master would allow.
At the age of 17, Luca finally left home. He found little success on the Mist Continent, as they were already supplied by synthesist's shops in Lindblum and Alexandria, and even in the newly rebuilt Burmecia. Thus, Luca found himself in the Outer Continent, where a run-in with an antlion nearly ended his life and left him with a long scar running all the way across his chest. Battered and beaten, he made his way to Conde Petie where the dwarves sheltered him while he recovered. After a dismal year, Luca decided to cut his losses, swallow his pride, and return to Daguerreo.
On his way home, he stopped in the Dark City Treno where he struck up an unusual friendship with the Royal tutor Doctor Tot while perusing the library. The two shared a common interest of studying the world and its history. The Doctor allowed Luca to work out of his tower for several months, and Tot's connections throughout the Mist Continent gave Luca the ability the resources to drum up business. Thus, Luca was able to raise enough capital to purchase his own modest shop in the Dark City and become fully independent. His friendship with Tot continued, and the Doctor proved to be especially fond of asking Luca to go on errands that ranged from tame to verging on life-threatening. Luca could never refuse the good Doctor, considering how much he owed to Tot.
And so Luca lives now, working in his shop day by day, content in his work and the occasional adventure.

Luca's Synthesism Notebook


Items:


Weapons:


Armor:


Miscellaneous:

Barrier Ring: Steel Ring, Reef Coral, Stardust, Lapis Lazuli

Glossary of Synthesists' Terms:

Endarmic: A property of magical items in which the item's nature causes it to draw power inwards. syn: Absorbent.
Exarmic: A property of magical items in which the item's nature causes it to emanate power outward. syn: Radiates.​

Synthesists' Tools:
 
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Ok, you requested a looksie.

ORPG/URPG/RPB - ORPG/URPG

Name – Luca Dhamon


TitleNone yet.

AlignmentGenerally good.
If he is generally good, does this mean that he is sometimes something else?
Not that big a deal, but still ^^

RaceHuman

GenderMale

Age20

AppearanceLuca stands just under six feet tall and weighs 160 pounds. He has a slender build. Not overly muscular, he has a wiry strength that comes from working in his synthesist's shop every day for hours at a time. His handshake is firm and confident.
Luca keeps his hair very short, military cut-style. It is a very dark brown that looks black because it is so short. His eyes are a light blue that has a tendency to swim between a very pale gray and a light green color, depending on the colors around him. His skin tone is fairly light, as he is indoors much of the day, but he will tan quickly out in the field.
In many ways he is an average human male, with no distinguishing outward physical characteristics. His nose is slightly larger than most, especially if viewed from the side. He usually has some stubble on his face from not shaving every day. There are various nicks and scratches on his hands because of his trade. There is also a jagged scar across his chest from an encounter on the Outer Continent.
I think you are the only one I have ever read that actually detailed his handshake ^^
Description itself is detailed and good.

AttireLuca can usually be found wearing his trusty durable brown linen breeches and a white linen long-sleeved shirt. The shirt is very light and breathable to help keep Luca from overheating while he's working. Over his clothes, Luca wears cured leather legguards and a full-length cured leather work apron. The apron has innumerable pockets in which Luca stores all kinds of items.
For travel, Luca discards the full-length apron in favor of a lighter cured leather vest. The vest has nearly as many pockets and serves the same function, although it offers somewhat less protection to the body overall. Luca's shoes consist of sturdy light brown, steel-toed workman's boots.

PersonalityLuca is preternaturally calm and generally very quiet, though he will occasionally open up on certain topics, and can get on a roll at times. Very analytical by nature, Luca is intelligent and uses his rational judgment to his advantage. Not a natural leader, Luca prefers to be in the background as much as possible, but he will not hesitate to take over if need be. Luca is very confident in his abilities and believes that there is a right way to do just about anything. He has very little patience for those who don't toe that line. With a sarcastic, self-deprecating sense of humor, Luca does enjoy making others laugh and laughing along with them. Due to his craft, Luca is very much a tinkerer, enjoying understanding how things work and studying particularly interesting items.
Nice description, the only thing I see that you could ad, is how he reacts to insults and such.
Not a necessity, but just another detail you can add.

First ImpressionThose who meet Luca generally find him to be personable enough, but often remark on how difficult it is to get a read on him because he is so quiet. Luca doesn't offer much outright, and you have to dig a little bit to reach into his personality. Only then does his intelligence and sense of humor tend to come out into the open. His confidence in his abilities tends to come across as cockiness.

StrengthNot being overly strong in terms of brute strength, Luca relies on quickness and intelligence to get his "point" across. A single punch would probably do in the neighborhood of 75-100 damage.
Do this damage of how much?
As he is not overly strong, perhaps a 75-100 of a max of 800 perhaps?

SpeedLuca is deceptively quick in physical combat, with the ability to dodge a good amount of attacks. When a blow does land, however, it is slightly more damaging than a similar attack on a stronger character.
This section is more related to his speed, as in running and the like.
What you have put in here now could go under Reflexes, or as an addition to his running speed.

EnduranceBecause his fighting style is based on quickness, Luca has the ability to fight for a longer than average timespan. He can run at pace for about 35 minutes, covering 5 miles before needing wind.
how fast is 'at a pace' This should be explained in the speed section as I mentioned above.

ReflexesDue to the precision that his craft takes, Luca's reflexes are above average. While he wouldn't be able to catch a crossbow bolt mid-flight, he could dodge most punches he saw coming.

Fighting StyleLuca is patient, calm, and calculating, waiting for his opponent to strike first before he reacts. Luca's greatest asset may be his versatility, as he is able to change his style to match what item(s) he is using at the time. He generally tends to avoid direct hand-to-hand combat, as he relies on his item combinations to augment his fighting capability. When he does engage, he fights in a manner similar to kickboxing. Along the lines of his belief in doing things the right way, Luca fights honorably, respecting his opponent, as long as the opponent respects him. Luca would loathe taking a life unless it was absolutely necessary.

WeaponsLuca's work as a synthesist allows him to skillfully use, create, modify, and augment theoretically every conceivable weapon. Thus, he has no affinity toward any particular weapon and has a tendency to use whatever he comes across in the field. He does carry two weapons with him in the pockets of his apron/vest. Those are a smithing hammer and a dagger with a six-inch blade. The hammer is made of tempered steel, making it virtually indestructible short of melting it down in a forge or crushing it with a high enough amount of pressure. One side of the head of the hammer has a rubber covering, making it a mallet. The handle is formed of the same tempered steel, approximately 24 inches long, with a cured leather grip. The dagger is fairly basic, made of the same type of tempered steel, as well as a cured leather grip. The unique aspect of the dagger is a secret compartment that Luca can access by releasing a catch at the bottom of the handle. The compartment is small, but can fit certain elements of Luca's craft for him to use in battle.

ArmourAgain, Luca has the ability to use, create, modify or augment virtually any piece of armor. He prefers the comfort and flexibility of his own trusty leather synthesist gear, however, because of it's seemingly innumerable pockets.

AbilitiesThe only specific ability Luca has is that of his synthesism, and the ability to recognize the uses and possibilities for the items he comes across. His commitment to his craft precluded any other skills or hobbies.

MagicLuca has no magical affinity per se, but he has the ability to access the magic within items for synthesism.

HistoryLuca never knew his parents. He was orphaned in Daguerreo at a very young age, without knowing who he was, where he was from, or how he got to the outlying city. For reasons known only to himself, the Master Synthesist adopted Luca and gave him his name. Luca virtually grew up in the Master Synthesist's shop and quickly absorbed all that his adopted father could teach. As Luca approached the age of 16, he started to become restless, as young men will. He had rarely been outside of Daguerreo, making a trip to Alexandria once and Lindblum twice to accompany the Master Synthesist when he was called to the respective Royal audiences. Thus, he wanted to see what the rest of the world had to offer. Also, he wanted to open his own shop. He appreciated the tutelage of his father, but felt constrained by the constant supervision. Luca wanted to experiment more than the Master would allow.
At the age of 17, Luca finally left home. He found little success on the Mist Continent, as they were already supplied by synthesist's shops in Lindblum and Alexandria, and even in the newly rebuilt Burmecia. Thus, Luca found himself in the Outer Continent, where a run-in with an antlion nearly ended his life and left him with a long scar running all the way across his chest. Battered and beaten, he made his way to Conde Petie where the dwarves sheltered him while he recovered. After a dismal year, Luca decided to cut his losses, swallow his pride, and return to Daguerreo.
On his way home, he stopped in the Dark City Treno where he struck up an unusual friendship with the Royal tutor Doctor Tot while perusing the library. The two shared a common interest of studying the world and its history. The Doctor allowed Luca to work out of his tower for several months, and Tot's connections throughout the Mist Continent gave Luca the ability the resources to drum up business. Thus, Luca was able to raise enough capital to purchase his own modest shop in the Dark City and become fully independent. His friendship with Tot continued, and the Doctor proved to be especially fond of asking Luca to go on errands that ranged from tame to verging on life-threatening. Luca could never refuse the good Doctor, considering how much he owed to Tot.
Thus Luca lives now, working in his shop day by day, content in his work and the occasional adventure.

Whereas he don't have many "abilities" per se, he does have a rather high versatile nature. The thing is that you mention here and there that he can augment almost any item, where this is fine and all.
The thing is that you never give off examples, nor do you say what items you currently have.
If this is not listed, it means that you can conveniently have whatever item that you need to do whatever.
If nothing else you need to specify an example or two of what he can do to different items.
Say to armor, a melee weapon and a ranged weapon if this is doable.

The rest of your char is great, but he abilities section leaves too much to the imagination. And as a reader one should at least understand roughly what you are capable of.

What kid of items does he use, where dies he get them, if they are unique; how are they made.
Such things.

You mention that he can recognize any item he comes across, whereas this seems harmless, consider you finding a random artifact, say a wizard puts on a bracelet.
What does this bracelet do? can you see this? or do you have to inspect it, using some materials to make it 'show' you what the artifact is capable of?

Hopefully I have explained myself well enough for you to understand, if not please tell me and I will try to explain it better ^^

So, sadly, for now this character is [Not Approved]
 
Thanks for the input. I'll edit in the changes and tweaks.

Ok, edited and updated. Changes in Personality, Strength, Speed, Reflexes, and Abilities.
 
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Well, as the character you created is not for RPB's, which means that things can be less strict then they need to be in a RPB.

Looking through it now after you changed it, I like the changes.

Well, as I find the changes pleasing, Im gonna go ahead and make this bio [Approved]

Congratulations on your first approved character ^^

::Moved::
 
URP/ORP/RPB

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

Alignment:: A blend of Neutral Evil and Chaotic Evil.

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

Race:: Human.

Gender:: Male.

Class:: Warrior.

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

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

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

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

First Impression:: Upon meeting Force, a person would be awed and intimidated by his physical presence as well as his confident, even arrogant demeanor. Few would engage him in any sort of conversation unless they absolutely had to. Virtually none, save those not in their right minds, would do anything to get on his bad side.

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

Armor::
warrior.jpg

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

Strengths:: Physical strength, mental acuity, dexterity, agility. Force is attuned at all times to the will of Magick, with whom he shares an essentially telepathic link. Because of this link, Force has an affinity with the darker, Magick-tainted aspects of nature, allowing him to manipulate his natural surroundings to his will. The more pungent the taint, the more easily he can coax nature to perform his wishes. Force can also manipulate shadows within a one meter radius of his body.
His lack of morality allows him a single-minded sense of purpose. There is no second-guessing once a pattern of thought has been put in motion.

Physical Strength:: Force is incredibly strong. A single blow to an unarmored, undefended combatant would break bones. In Rage state, that strength is increased significantly.

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

Force is generally more susceptible to magical attacks than physical attacks.

Speed:: Being as large as he is, Force is not overly fast in terms of running, reaching a top speed of 10 mph. He is deceptively quick, however, having good reflexes and above average agility. Force has the ability to sidestep a basic attack he sees coming, though he generally chooses not to. With his bagh nakh, Force can land quick combinations of blows. With his Zweihander, Force's attacks slow somewhat, due to the size of the sword.

Endurance:: Force is highly resistant to physical attacks. An average attacker landing average blows would hardly make a significant dent in him. They would have to continuously pummel Force for a length of time for him to become diminished. Magical attacks will sap him more quickly. In terms of stamina, Force is rugged. He can outlast virtually any other unaided opponent in one-on-one combat. This is in large part due to the activation of his Rage ability.

Reflexes:: Being a large man, Force's reflexes are good, relatively speaking, in comparison to others. He would not be able to catch an arrow in flight, though he would be able to defend himself somewhat. He is quick to adjust to changes in battle and to recognize when battle is upon him.

Fighting Style:: In short, overpowering brute strength. There is nothing subtle to Force's methods. He will come at you and come at you again until you are overwhelmed. He is susceptible to smaller, quicker fighters, who will dodge and weave to keep him at arm's length.

Weapon/s::

Zweihander
is

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

Twin Chakram
is

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

Twin Bagh nakh
ttoy112.JPG

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

Abilities::

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

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

Assimilate Reflect - The magic is sent back at the caster, but with diminished returns. The reflected magic only deals half the damage it would have dealt, exclusive of any natural/additional defenses the caster has, had it struck Force successfully.

Rage - Force is a berserker, after all. Force can either activate this ability himself, or be prodded into this ability if he senses a seemingly inferior entity getting the best of him in battle and putting him in a near death state (Less than 10% health). When the ability is activated, Force's physical strength, agility, and dexterity effectively double their capacity. His attacks cause double damage, his ability to dodge doubles, and his speed doubles. Additionally, his defense, both physical and magical, is cut by slightly more than 50%. He becomes harder to hit, but those hits do cause significantly more damage. While enRaged, Force will focus his attacks exclusively on the adversary who placed him into Rage status, ignoring all others. Rage will only dissipate after the death of Force's victim, or of Force himself. If self-activated, Force is unable to send himself into another Rage state for 180 minutes (~15 posts). The health-dependent Rage state can still be activated, however.

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

When no longer enRaged, Force still feels the effects of activating the ability. His defenses remain down, and his speed and reflexes dip to 25% of their previous capacity. His physical attacks are diminished to 75% of their full power, and the effects of the Runic ability are cut in half.

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

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

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

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

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

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

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

Then came the Holocaust.

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

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

Magick had augmented his physical and mental abilities. He grew taller, bigger, stronger, faster, and his intellignece deepened, as did his arrogance and single-mindedness. Despite the changes, his appearance remains strikingly human, the only outward mark of his experience with Magick being the jagged black streaks through the irises of his eyes.
 
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I've really got only one problem with this bio: the Rage ability.

It seems to not have any downsides...beyond the fact that once it has passed, it cannot be used again for a substantial amount of time. I got the impression that it basically lasts indefinitely (until an enemy/Force is killed) with no negative effects at all. Tweak this ability a bit, and it should have no problem getting approved.
 
Approved.

Looks good to me. Force is certainly an interesting character, I hope to see him in combat someday. :monster:

Moved & Merged.
 
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