[SU/Discussion/Brainstorming] - Have Party, Will Travel

@ o0PinkSquid0o: Yes it is! I think she's adorable. *gets punched* Seeing her interact with the rest of the cast should be fun. My character's going to have fun poking her and getting punched.

Hmm reading over Ryan's Bio, I think he's going to make Pom very nervous :P

Your character is really adorable, Chell!
 
Ryan makes coffee nervous. He's a basket case that someone gave a guitar to. Expect lots of naughty jokes, innuendos and overall crazy. That's how he rolls and it's best to leave it at that. XD He'll treat Pom like a little sister...a really little sister.
 
@ Jon: Hon, you clearly underestimate my character's and mine capacity for infuriating nicknames. Ty will be called things far worse than Fluffy. In fact everyone will. =D I may try to draw Ty later for you.

@ Maestro: It's a great character, but I'm afraid he's still gotta get 'translated' into the setting of this RP, which means he needs certain changes. First off, Race; he has to fit within one of the races specified in the info section at the first post. Looking at him and what he does I'd say he's either a 50-50 Part-Fiend or a dragon-blessed Elf. It's your decision, in the end. You also need to determine his profession and where in Boletaria he is when the RP begins. Other than those three minor things, he's a pretty good character and I like that he's vague about good or evil.

@ Shinya: No time for you!! D:< ...I kid, take your time, this is about having fun and making a fun char is part of it.

Uhh...

Maestro said:
Race: Dragoon + Human hybrid

Dragoons, often called Dragon knights, are demons granted with physical aspects of dragons.



Does that line not make him a part fiend/part demon? 8(

I'll start slightly South of the halfway point between Threepwood and Hag's Point if that's ok.

You better hope Mystro likes Ryans guitar playing, or he'll have to mute you permanently. :mokken: (I kid you...maybe)

Also, can I give him a really small pet? Like a dragon about the size of a common ball python? Granted that's pretty small since the average hatchling is about 16-18 inches long, and adults can usually reach 36-48 inches.
 
Name: Flick Respend

Alignment: Chaotic Good/Chaotic Neutral

Class: Light Mage/Priest

Race: Elf

Gender: Male

Age: 18, still very young for an elf

Appearance: Shorter than most elves and some humans at five foot seven, Flick regardless possesses the elegant facial characteristics elves have come to be known for, with almond shaped blue eyes and a slender form. His face is lightly tanned, with a short nose, thin lips, and short, dirty blond hair just long enough to cover up his prominent ears.

Wearing a white t-shirt to prevent heat absorption, he has a black cloak in his bag at all times in case he needs to warm up. He also wears hardy white leather trousers and white hiking shoes.

Personality: Sarcastic and snappy, Flick has no tolerance for fools, be they kings or peasants, and will without hesitation tell someone exactly what he thinks of them, regardless of the trouble it would get him into. He would need to be physically restrained in order to be made to shut up.

He projects an air of confidence in his own abilities and never shows weakness, and to look at him one could find him almost cocky, but in truth he is rather worried about his own capacities as a healer and fighter, and if he failed, it is likely that he would take it harshly and blame himself. The confidence is a mere facade to hide the true Flick.

Believing that perfection must be attained by himself, he is, quite frankly, very difficult to please, and even more difficult to impress. However, when he does show emotion, it is very clear, as he doesn't do it by halves. When he gets angry, he'll make himself known, yell, stomp off, and sulk. When he gets upset, he’s likely to be on or pass the verge of tears, and when he’s excited, he’ll become hyperactive and uncontainable. Every emotion is magnified and enhanced on the rare occasion that he will show it.

With a trusting issue, he doesn’t exactly connect with other easily, not even those of his own kind. He believes that getting into anything too deeply is just a shortcut to getting hurt, and it takes time and effort for him to warm up to someone. By default, when he isn’t sarcastically snapping, he is cold and kind of unapproachable.

He has a lust for adventure and something more than the mundane and secluded lifestyle many elves choose to lead. He thirsts for constant change, and abhors being bored. Anything remotely mundane bores him.

First Impression: He blends into the crowd well on sight, be it with elves or humans. He isn’t exactly the most outstanding person physically, and until he actually speaks, is likely to blend into the background with ease.

Statistics

Strength: Weak. He ahs less than average strength for an elven or human youth, and cannot lift much or perform any physical feats. His punches and kicks aren’t worth much, and without his weapon, he is defenseless.
Vitality: His physical vitality is lacking, and punches and kicks will hurt him just like they’d hurt anyone else, but moreso due to his complete lack of physique.

He has a natural resistance to light magic thanks to his training. However, due to his specialization in light magic, dark magic will hurt him particularly severely, and do up to twice the damage it would do to anyone who had not trained in the arts of light.

Speed: With a natural speed and grace that comes with being an elf, Flick can get in close or back off very quickly. He can run extremely fast, but only in short bursts.

Stamina: He cannot last in a physical fight for more than five minutes before tiring, and while he can take general walking and exercise well enough, any exerting running etc will tire him out within a maximum of ten minutes.

Reflexes: Seeing as Flick’s fighting style emphasizes fighting from afar, he can dodge most long range attacks he sees coming. However, if someone closes the gap, he loses this advantage.

Fighting Style: Flick prefers to keep his enemies at a distance, and a couple of spells emphasize this keeping of distance. Preferring to wear his enemy down with a series of rapid assaults, Flick will only fight if he must, preferring to play a more supportive role by damaging from the background then directly engaging in combat.

Weapons: A typical priest’s staff that was given to him after he finished his apprenticeship, with a scarlet hilt and golden hexagonal tip, sharply tipped. It can be used as a weapon, but it is more useful as an amplifying agent for his magic.

He also has a pair of knives in case he ever has to fight in close combat. He isn’t particularly skilled with them, so his strategy with these weapons consists of hacking and slashing.

Mount: A unicorn blooded horse named Lara, which he received for his sixteenth birthday. She tends to be obedient enough. However, she is easy to fright and so will not be taken into combat, as well as having little in the way of endurance, and so unable to run at full speed for long with the weight of Flick on her back.

Abilities: None

Magic:

With a general command over light that includes binding the enemy into place with light, as well as using it to scout ahead and solidifying it as a temporary shield. He can also creates small, light damage beams of light. Using these small, rapid damage spells will allow him to stay in combat for up to ten minutes, assuming he isn’t injured.

However, his more powerful spells, including a thick beam of light, a knockback, and converting his body into light crystals for short range teleportation, cost huge amounts of energy, and one of these spells can take up to 25% of his energy.


Lesser Magic

Light Binding
Element: Light
Damage: Light
Target: Single Enemy
Energy Drain: Light

Effect: Launches a sphere of light at an enemy, which combusts on impact, dealing minor damage and releasing several tendrils of light that will wrap around an enemy's legs for a maximum of ten seconds assuming they are weak and do not struggle. This spell only impacts lower body movement. Its target is still fully able to cast spells and swing their weapons while under its effects.

Prismatic Barrier
Element: Light
Target: Single or Multiple Allies.
Energy Drain: 1 Ally: Low
2 Allies: Moderate
3 Allies: Medium
4 Allies: High

Effect: Solidifies a fragment of light around targeted allies to create a shield of light to absorb incoming damage. After sustaining damage from the strike of a deadly weapon or moderately powerful magical spell, the barrier will shatter.

Lucent Singularity
Element: Light
Damage: Light
Target: All Enemies within radius
Energy Drain: Light

Effect: Launches an anomaly of twisted light the size of a baseball, which will give a small area of vision around it. After one minute, or upon Flick's will, the sphere will detonate, dealing light damage. Energy is drained upon the sphere's creation.

Ocular Essence
Element: Light
Damage: Light-Low
Target: Single Enemy
Energy Drain: Light-Moderate

Effect: After a brief charge up time of one second, Flick fires a beam of light concentrated in front of his right eye. He is able to fire up to ten of these in quick succession before risking overheat.


Greater Magic

Luminary Pulse
Element: Light
Damage: Moderate
Target: All Enemies close to Flick
Energy Drain: Moderate

Effect: Creates a strong pulse of light that damages enemies and knocks them back. The effect is immediate and the knockback is not sustained, the entire spell cast and finished within a minute.

Arcane Shift
Element: Light
Target: Self
Energy Drain: Medium-High
Duration: 2-5 seconds

Effect: Flick converts his body into light crystals, and cannot be harmed through physical methods, nor can he harm anyone himself while in this state. He can, however, still be harmed by magical means. He will reform after a maximum of five seconds.

Candescence
Element: Light
Target: Single Ally
Energy Drain: Moderate-Extreme

Effect: Flick infuses the light his creates with healing energy, allowing it to cure wounds, the cost on his lifeforce ranging from moderate to a level where he risks overheat.

Ocular Ravage
Element: Light
Target: All Within Range
Energy Drain: Moderate

Effect: Flick creates a pulse of non damaging light that will instill short lived blindness to all who look upon it. Something as simple as closing your eyes can mitigate the glare, but those who view it will be blinded for three to five seconds.


High Magic

Tempest of the Light
Element: Light
Damage: Severe
Target: All Enemies in Range
Energy Drain: Extreme

Effect: Flick summons a storm of magic, causing thick, ghostly swirls of magic to fly through the air, and piercing all they come into contact with. If Flick sustains this storm for more than thirty seconds, he risks overheat, and will likely collapse as soon as he stops the storm.

Particle Beam
Element: Light
Damage: High
Target: All Enemies in a straight line from cast point
Energy Drain: Very High

Effect: After a brief charge time of two seconds, Flick releases a wide beam of light that extends up to two meters. The beam lasts only a second, but deals high damage. After casting this, Flick will be severely weakened, and casting this again without resting up will risk overheat.

Particle Eruption
Element: Light
Damage: Medium
Target: Single Enemy
Energy Drain: Very High

Effect: Causes an eruption of light beneath the feet of the target after three seconds.

Barrier of Elysium
Element: Light
Energy Drain: Severe

Effect: Causes a large barrier approximately two meters wide and twenty feet high to be created of light. It will take time to take this barrier down, and Flick will be rendered unconscious after casting this. As well as this, he must be at full strength, having not cast any spells at all, before casting this.


Other Skills: Having been trained in first aid and as an apothecary, Flick can manufacture both medicines and poisons, knows what’s safe to eat and what isn’t, and can patch up wounds and illnesses with the right equipment.

History: Born to a small elven encampment, Flick was raised to love nature and embrace his heritage as an elf. However, the young Flick soon grew dissatisfied with the ordinary elven life, and became apprenticed as a Light Mage and Priest, classes sought after, yet classes not many really trained in. Given half a chance, Flick would probably have trained in something else, but that was the only trade available in the small village.

At the age of sixteen, his master gave him Lara as a birthday present.

However, after his master took him on a trip to perform healing first hand, his parents died in a monster attack, killed in their sleep. This kill shocked the young Flick, and he became slightly more withdrawn, for a while wondering why he had even trained if he was unable to save even his own family.

After a year, when his training was finished, Flick left home, not entirely sure of where he was going or what he was going to do when he got there.

After a week or more, he arrived in Threepwood, heard of the guilds there, and resolved to make himself known so he could rise up the ranks. He’s currently staying in the Threepwood Inn after just arriving in Threepwood.

Starting Location: Threepwood Inn][/COLOR]

OOC: I’m terribad with history. Also, are we limited to one character? If not, I’m interested in making another.
 
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Does that line not make him a part fiend/part demon? 8(

If you're sure you want him to be part-fiend then he has to have certain infernal characteristics like oddly colored eyes, pointed ears, tail, horns, claws, stranger marks--something that makes it painfully obvious to one and all that he's got infernal blood. Doesn't have to be all at once of course, you can choose one or two of those features, but they have to show, regardless of the moon phases thing (which I like, btw, it's very interesting, but you'll have to promise to keep track of the lunar phases in the RP's time! No speeding up/slowing them down for convenience!). Naturally, you can endow him with a means to hide his infernal features.

@_@ I don't mean to be so anal about this but it's kinda a rule we've set for part-fiends so that they have some drawback to being chosen. They mean cool powers but they're also walking bullseyes if they're not careful.
I'll start slightly South of the halfway point between Threepwood and Hag's Point if that's ok.

Of course. Starting points are completely free for all to pick. And don't worry, Ryan's a bard. He's used to harsh critics. XD Mystro's the one to take care, Ryan might decide to hit on him and that won't end well :p

Also, can I give him a really small pet? Like a dragon about the size of a common ball python? Granted that's pretty small since the average hatchling is about 16-18 inches long, and adults can usually reach 36-48 inches.

He can have that little pet, just make sure it's done in a believable manner--as in plausible levels of intelligence and behavior.

Since you're adding this and all, you may as well post a proper bio here. It's best if we all have the bios neatly in one thread for convenient quick references in the future. D: It makes it easier for all of us.

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@ Frau Farbissina: I love the character (especially the personality!) but I has one tiny request... D: pretty please, expand his spells a little more? Describe each one and what it does and how much effort he's gotta put into each one. We need it as reference for the future. Also--if you feel that you can handle a second character, by all means help yourself =O
 
If you're sure you want him to be part-fiend then he has to have certain infernal characteristics like oddly colored eyes, pointed ears, tail, horns, claws, stranger marks--something that makes it painfully obvious to one and all that he's got infernal blood. Doesn't have to be all at once of course, you can choose one or two of those features, but they have to show, regardless of the moon phases thing (which I like, btw, it's very interesting, but you'll have to promise to keep track of the lunar phases in the RP's time! No speeding up/slowing them down for convenience!). Naturally, you can endow him with a means to hide his infernal features.

@_@ I don't mean to be so anal about this but it's kinda a rule we've set for part-fiends so that they have some drawback to being chosen. They mean cool powers but they're also walking bullseyes if they're not careful.


Erm...

Maestro said:
His eyes are a golden yellow but light reflects off of them as if they are made of mirrors, so looking him in the eyes it looks like there is no coloring at all.

Is that not enough? If not, I'll add something.
 
Of course. Starting points are completely free for all to pick. And don't worry, Ryan's a bard. He's used to harsh critics. XD Mystro's the one to take care, Ryan might decide to hit on him and that won't end well :p
Mystro would be flattered actually, but still feel kinda creeped out >_>

He can have that little pet, just make sure it's done in a believable manner--as in plausible levels of intelligence and behavior.

Since you're adding this and all, you may as well post a proper bio here. It's best if we all have the bios neatly in one thread for convenient quick references in the future. D: It makes it easier for all of us.
Let me point you to this section: http://www.finalfantasyforums.net/forumdisplay.php?f=358 It's there to make threads that keep all RP info nice and tidy

Well, I suppose that'll do. It's kind of...little if he's meant to be a 50-50 demon but it'll work.

Well, he can talk to dragons, and he'll have the pet :hmmm: I imagine he'll be talking to quite a bit. If your uncomfortable with how little the eyes alone give, I have no problem editing this bio for more convenience.

And I'll work on his little pet soon, but I had a long day at work and really don't want to do any bio making for the day
 
Added the spells in detail. If anything's a little OTT, just say. Might add more as time goes on, and I'll ask you beforehand of course. :dave:
 
Mystro would be flattered actually, but still feel kinda creeped out >_>

Lol you DID read that Ryan uses tentacles, right? He's a creepy bastard of the highest degree.

I'm aware of the section, btw, no need to be patronizing. Anyway, go ahead and edit at your will. I would indeed prefer it if he had slightly more prominent demonic/draconic features. May I suggest perhaps canines or claws? Or maybe some sort of facial marking that he insists are tattoos but in fact they're infernal patterns? Just food for thought.

Also, I'm writing Mystro down as a Swordsman where class is concerned, is that alright? If you had some other preference, let me know.

@Frau Farbissina: Thank you so much for the analysis, that's much much better. I'm a tad concerned he seems too...er, digressive for a white mage type, but it's not a bad thing to break the convention. Just make sure not to power-play or God-Mode in the rp itself and we're all good. =O Now we just have to wait for Jon to approve to because he'll think I'm leaving him out.
 
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Yeeeah. He's not so much a White Mage/Priest as a Paladin. I decided to just call it Light Mage since he has only one spell in the way of healing, and nothing physical to make him a paladin. He can't really use much magic to start. The higher level magic is stuff he'll learn himself over the course of the RP, and not stuff he'll have from the beginning.
 
@ Gavin: Yes...I've got a very naughty mind and a very disturbing idiot for this RP. Tentacles. Also, it really depends. I want to try and avoid characters who can take on 20+ people in a few minutes with one or two spells. Having strong characters who just can't be bothered to be uber all the time is the ideal but reasonable levels of skill and power are perfectly good.

@ Frau: I do love that idea actually, him learning more stuff as we progress. It's kind of an ideal situation. Seeing that he's a Light Mage I kinda look forward to him and Ryan and Mystro butting heads because of the whole holy=/=infernal thing. It should be hilarious.
 
Hmmm I changed my characters starting location to have her on her way to Morris. I'm going to have her set out on her Journey to Valentia but get intercepted by a Group of Half-Orcs who want her Magic gun. They then force her along with them towards Morris, hopefully that will get my little Anti-social some attention from other characters in the RP :awesome:

Hope that's ok.

Also when does this RP get started? :D I am excited for it.
 
HO MAI GAWD! Long-ass bio is long! Not my longest, not by a long shot, but considering I wrote everything up in...*checks watch*...an hour and a half, this is pretty darn good.

-------------------------------------------------------------------------------------------

Name:
Tysorai Ledro


Alias:
Ty; The Black Wolf; Fluffy, Furball, my Fluffy Friend, my Cuddly Canine Companion (by Ryan)

Alignment:
Neutral Good

Class: Assassin/Hydromancer

Race:
Half-Elf

Gender:
Male

Age:
72

Appearance:

Height - 5'11" (5'3" half-elf)
Werewolf Form

Tysorai is characterized by his diminutive stature and lithe form. Facially, he is young, but this is only due to his status as a natural werewolf. His face is that of a wolf: furred with a long snout and fangs. His ears are rounder than that of a wolf, but still tapered in comparison to a half-elf’s. His eye sockets are sunken and devoid of their eyes, though they are covered by a strip of black cloth (see History for explanation).

Tysorai’s body is likewise furred, but it is also extremely defined. Muscularity is not Ty’s forte, and his body is too small to give him much power behind anything. His legs are far more animal-like than the rest of his body. Tysorai stands upon the balls of his paws much in the same way a normal wolf would.

Tysorai is unique in the fact that he has midnight blue fur. Unless inspected closely, it appears completely black, but with a blue tint. The fur is sleek and well-kept (Ty prides himself on his hygiene), and his claws are always kept sharp and ready. As an assassin, Ty has nails grown to a quarter-inch in length, sharpened to razor keenness.

As a werewolf, Ty’s attire remains much the same as in his half-elf form (detailed below). He retains his weaponry in Werewolf form.

Half-Elf Form

As a half-elf, Ty has very little in the way of looks. His eyes remain damaged beyond repair, though he must tighten the cloth against them as transforming into a half-elf makes his head smaller. His face is gaunt and his nose straight and defined. Cheekbones press against the skin, giving him the slight appearance of a skeleton.

As in his werewolf form, he is not large in stature, and though he has little muscularity his physique is quite defined. Aside from his face, he looks extremely healthy; his complexion is passable, if rough, and his skin is a healthy tan shade. As might be expected, his body is riddled with scars from his experience as an assassin, though it is difficult to see these scars in his Werewolf form.

As a half-elf, Ty has black hair and eyebrows. He is not uncommon in that his canines are longer than the average half-elf’s, an effect of the werewolf blood.

In terms of attire, Tysorai sports two belts, shredded cloth shorts, a muscle-shirt, a black cloak, and two bracers on his wrists in addition to a pack strapped to his back. One belt reaches diagonally from the left shoulder to the right hip, holstering a short sword across his back. The second belt drapes diagonally over his waist, fastened at the right hip; this belt has a knife pouch (containing approx. 20 knives, each around 4 inches in length) and holsters twin daggers. Each of his bracers has a triad of blades on the side which spring outward at the pull of a lever. At times, Tysorai will replace his left bracer with a bracer-mounted miniature crossbolt, which fires with the pull of a hidden trigger at the base of the palm. Though black on the outside, the inside of his cloak has a red lining. In Ty’s pack are a spare cloak, an extra shirt, and his crossbolt bracer, as well as a small stock of arrows.


Personality:
Professional is the key word which describes Tysorai. He is always calm and cool when not in the climax of an assignment. He is a mercenary in just about anything; unless the rare occasion arises that he feels an extreme injustice has been done, he will not take a side in a moral conflict. In the case that there is a war or great battle that will involve him without question, he takes the side whose morals most closely resemble his own. Assuming that both sides fit his morals, he will choose the ‘winning’ side, or the side that he feels has the greatest chance for victory.

Tysorai is naïve in topics outside of his area of expertise. He is a tactical genius in solo settings, but he has very little experience working with a team. Tysorai prefers to do his work alone, but his personal motto is (appropriately) “whatever it takes to get the job done”.

Tysorai is quiet and withdrawn, speaking only when necessary or when spoken to. He has clipped mannerisms, and unlike his blades is very blunt in delivering the facts.

Tysorai also sees the world as being black and white. There is good and evil – usually smart and stupid or easy and hard – and nothing in between. As a result, he is quick and decisive in his work, preferring to end the ordeal quickly instead of drawing it out. He does not believe in causing suffering; not only does it prolong his victim’s agony, but it also gives them the chance to cry out for help, which makes it an inefficient form of work. As one may also suspect, he has a very strong work ethic; he is always punctual for a mission briefing or a secret meeting or anything of the sort, and when he works he gives it 110 percent.

Intelligence-wise, Tysorai is not educated. To him education isn’t the important thing, but rather learning how to think like others. If you can mimic the thought of another person, then you can do anything. Empathy is especially useful in his occupation, as learning to think like one’s enemy is the best way to figure out the best time to strike. Ty’s personality is entirely riveted on his professionalism and work ethic.

Almost conversely, loyalty is a trait which is stubbornly lodged in Tysorai’s mind. When he forms a bond with someone, he does not break it unless it is broken for him. He is fiercely devoted to those few he becomes ‘friends’ with and those he looks up to, despite his less-than-social behaviour. Along with loyalty, the killer’s honour is a code that Tysorai follows to a T. He despises guns and sniper rifles and the like, opting instead for medieval-style weaponry customized for use as an assassin’s weapon. He also prefers killing up close so he can see the life ebb out of his victim, though he is not above a ranged shot if necessity demands.

Perhaps most perplexing about Ty is his obsession with empathy. Tysorai is ever analyzing and psycho-analyzing people, always trying to understand them. If he cannot empathize straight off, he will blatantly and obviously follow that person around until he does.


First Impression: Ty is extraordinarily deadpan, and one of the first reactions that most people have is frustration. He masks most intentions behind a visage of disinterest. When not in strange company, however, the mask is removed somewhat and Ty becomes more open to his companions; his germophobia is painfully apparent, despite the fact that he is blind.

Statistics:

Strength: Ty has average/comparable strength. He is not overly strong - as a werewolf his strength is easily doubled, but pales in comparison to his brethren - but instead very fast. Thus he is suited to smaller weaponry, such as his short sword and daggers.

Vitality: Ty is, to use a trope, a Glass Cannon. Very deadly and very fast, but can take very little in the way of damage. His affinity to water grants him some improved defense against water magic, but not an overly significant level.

Speed: Ty's very focus is in speed. He runs quickly, has lightning reflexes, and is able to dodge in the blink of an eye. This is even more apparent in his wolf form.

Stamina: Ty is used to working or moving for long periods of time, and is thus able to fight for similarly extended periods. He is not, however, able to run for long distances at high speeds for a long time. His running stamina relies mainly on short bursts of high energy.

Reflexes: Ty can react in the blink of an eye, a product of his training and enhanced senses. While he has no hand-eye coordination, his other abilities boost his marksmanship considerably (especially for a blind man), and his enhanced sensory perception allows him to be almost omni-aware of the surrounding area at all times.

Fighting Style: Ty relies mainly on guerrilla tactics in his fighting, resorting to kill-and-run. When in a group, he incorporates two other tactics: he will either go straight for the kill in order to disable the weak links in an enemy force or he will wait for his allies to weaken stronger enemies before diving in and striking the weak point. Ty is well-versed in martial arts (a product of his years of training before the death of his master), and due to his sight impairment relies on a low-to-the-ground fighting style which improves his sensitivity to vibrations in the ground. When he goes on the offensive with his group for a frontal assault, Ty is rarely quiet. He is well-known for his blood-curdling snarl and the speed with which is weapons flash. (Please note that as the RP progresses, Tysorai's fighting style may evolve.)

Weapons: (Also established in the Appearance section.) Ty has several main weapons: a short sword, a pouch of 20 4-inch throwing knives, twin daggers, and a bracer-mounted crossbolt (ammunition is kept in a separate pouch on his belt). The weapons are basic in appearance, but sound in operation (in part due to Ty's obsessive caretaking). The sword is a basic weapon: a blade of folded steel with a bronze crossguard and pommel with a leather-wrapped grip. Each of the knives is steel, short and thin, designed for short-distance quick-kills. The daggers are designed much like the sword, but the tips of the blades and hilts are slightly curved, improving their deflection and blade-catching. The crossbolt is entirely long-distance, and was created specifically for killing those type of enemies that are foul and smell as bad; Ty does not like to be touched by gross things.

Mount: Being Ryan's traveling companion, Ty rides Plato (more often than he would like). Unlike Ryan, however, Ty harbours a mistrust of the giant ferret, a product of several wake-up-calls by wet noses in the face and one too many weasel war dances while saddled by Ty.

Abilities: Please note that these abilities are regardless of form unless otherwise stated.

Mental Probe

Tysorai’s master taught him how to attack the mind to provide a distraction, allowing himself to better slay the target. In the beginning, this was an ability which took a great deal of concentration, completely preventing himself from moving. Up until the time his master died, Tysorai was able to reduce the necessary concentration, allowing himself to use ranged attacks while still keeping the target either distracted or immobilized. After his loss of sight, he discovered that visual perception acted as a distraction to himself, and he is currently able to keep the target distracted and still move about freely.

The main use of this ability is not as a form of mind control. Depending on how strong the attack is, Ty can either make a simple distraction or complete immobilization (energy loss is proportionate). Another factor to consider is the mental discipline of the target; the more disciplined the target, the harder it is to distract or immobilize them. Immobilization remains an extremely taxing ability, as it requires concentration on both keeping the target immobilized while also keeping their mind distracted and his own blocked so that they cannot alert the others and cannot dig deeper into Tysorai’s own mind. The skill is, in essence, an invasion of the mind.

The actual probe is an imposing of Ty’s mind on the other person’s. He thrusts his own mental edge into the mind of his opponent. Depending on the strength of the attack he can simply enter the person’s mind and provide a distraction or he can completely immobilize his prey with an all-out assault.



Magic: Please note that, like Abilities, these are skills usable regardless of form unless otherwise stated.

Limited Hydromancy

Ty is a talented but unskilled Hydromancer. He is able to manipulate water in potentially deadly ways, but has instead chosen to master his physical self rather than his magical abilities. Nonetheless he recognizes the importance of versatile and adaptable abilities, and has learned and/or mastered some aspects of Hydromancy.

The principle skill used by Ty is a basic one: the ability to condense the air around him into a thick mist or fog (depending on the environment). This reduces the enemies' visibility while giving Ty few (if any) disadvantages on the battlefield.

Ty is also able to make bubbles out of water and control their movement. This is a commonly underestimated skill due to its basic nature and unimpressive appearance, but has proven to be a highly useful assassination skill. Ty is able to use them for distractions, rage-makers (very common amongst proud-but-bumbling guards), and to suffocate his target. For this to work, however, there needs to be sufficient water in the area nearby Ty. When necessary, Ty will use supply from a water canteen that he carries with his provisions.

Curiously, Ty's power waxes and wanes with the moon. As the moon grows from half to full his powers gradually double; they decrease in potency as the moon wanes, eventually becoming unusable in a new moon. The exact potency varies with the phases of the moon.


Other Skills:


Enhanced Sensory Perception

Due to sacrificing his own sight, Ty has had to adapt to life without it. As a result, his already-supernatural senses of sound, touch, and smell are enhanced significantly beyond those of an average werewolf. Most affected are the senses of smell and hearing, which have been amplified to more than double their natural (erm…supernatural?) limits.


Applied Lycanthropy


Tysorai is able to change between Lycan and Half-Elf at will. The transformation is painful, so Ty undergoes the return to elf form very rarely.


History:

Excerpt from the journal of Ryan Gaven...

I never knew a family, not really. I am the natural born son of an Alpha female and a tainted half-elf, or so I've been told. I was immediately abandoned by my ilk; I was nothing more than a runt. They likely thought I was a good-for-nothing that would die anyways, but if my first years of life taught me anything it is that survival can bring out the beast in anyone. Thirty years...that is how long I spent 'surviving'.

I made my den in a river hollow. As I matured, I became curious of the town further downstream. I did not expect the creatures living there - humans, they are called - to drive me away as they did. In hindsight it is understandable; I was barely able to control myself then, and my transformations were wilder than ever. I believe it was here that I first developed an aversion to firearms and fire magic; the gunmen and wizards of the town drove me away with both.

My curiosity was replaced by fear, so I deigned to avoid the townsfolk. For years I remained isolated from the town, but my curiosity soon got the better of me and I began to observe the humans from a safe distance. It was here that I first learned how to build a proper fire, with which to cook my food. The first cooked meal I ever had was cooked rabbit. It was perfect; black on the outside and juicy and pink on the inside. I decided to continue studying them, to sate my curiosity. The humans were like gods to me; they could build, create, and destroy with frightening ease. Everything about them was...astounding. When I found I could do similar things - weaving baskets, as an example, or boiling meat to remove some of the tough fat - I became even more enthralled.

It is reasonable, I think, to conclude that I would eventually wish to walk among them, and I did. Half-elves were not common, but they were certainly not rare enough to be treated with hostility. A human family took me in - for to them I looked in my late teens, I suppose - and began to teach me the language in which I speak now. I learned, however, that these humans were lykophobic; I would not be able to transform and show them the form that I had chosen as my 'self'. The relationship was give and take, however; while I learned and was given food and shelter, I was employed to make an honest keep. My values for hard work were, I think, learned here. This was a virtue that was paramount to all other virtues. Patience was a virtue I would not learn for some time.

While fishing one day, I was approached by a robed man. I had seen him lately in the town - a wandering wizard of extraordinary power. He had, he told me, taken an interest in me; he sensed a 'power' in me. I refused with some paranoia; had one of them found me out? However, the man demonstrated his magic and threw a ball of water at me. He was what is called a Hydromancer, and when I caught the ball without spilling so much of a droplet of water, he declared that I also had 'the gift'. With the promise that I would travel with him after initial training, he began to train me in the art of water.

Sadly it was not long into the lessons that the man gave up on me. He was, I feel, an extraordinarily impatient man. He demanded that I learn and master something within the first couple tries, an ability which I did not possess. He denounced me as 'devoid of the gift' and left. But I could not stop; I was fascinated. I followed him for a while, begging him to continue teaching me, but he refused and left me frozen to the ground with his magic. In an hour my anger boiled over, and I took control over the ice and turned it to water. In my rage I threw it all against the surrounding trees, and froze them all through as I turned the water to burning cold ice. I had to learn; I deigned to learn on my own, without his assistance. However, practicing magic without a master was forbidden in the town; I would have to be discrete lest the townsmen exile me for my actions.

I was eventually discovered. During one of my nightly practices, a girl from town happened upon my spot by the river. She screamed, and I lost my concentration; she ran, and I pursued her. With a wave of my hand the girl's head was entombed in a bubble of water. I closed my hand and the water ran up her nose and into her lungs. I was suffocating her. Within minutes it was over, and the girl lay still on the ground. Everything is painfully clear in this memory; she died by my hand. The first life I ever took in rage was a young girl, scarcely older than five.

I could not stay in town, not anymore. There were few enough Hydromancers in this town, ruled primarily by Pyromancers, and they would certainly trace the death of the girl to me. I fled, fearing retribution, but stole provisions for my long journey. Among these were a pair of daggers taken from the mantle of my home; I was told they would belong to me, and so they were mine. Early liberation is not theft, and I carry these daggers with me even now.

When outside of the town I returned to my lycan form, and was determined to keep my emotions in check. I was living on my own now, and could not afford to lose control. During my training in Hydromancy I was taught a meditation form, and to this day I use it to deaden the flames of my more potent emotions. While I was originally unable to use this skill in my werewolf form, I have since mastered this and am now proudly able to keep my cool as a lycan, something that is uncommon amongst even the most masterful of my kind.

It was one day more than a decade later that another human came upon me practicing my Hydromancy by a lake. I feared he would reveal me to any local civilians. I chased him, attacked him, but soon discovered that I was sorely outmatched. This human was fast, as fast or faster than myself in my werewolf form. I did not lose control this time, however, and instead chased him down and used an improved version of my mist control to confound him. With this factor, I managed to catch up to my discoverer, but I was quickly defeated when I engaged him in combat.

I was proud back then. That I had been defeated so swiftly was what you might refer to as a “wake-up call”. He had “thrashed me within three weeks of Sunday”, to quote my old warden. The human was above me, ready to deal the fatal blow. To my surprise he stayed his blade. He left without a word, and I pursued him secretly. I was fascinated to say the least; who was this human to defeat me and spare my life? It made no sense, for in my limited experience I had lived only by the law of the jungle: kill or be killed. I still operate under that principle, though to a more sophisticated degree.

My chase was not as discrete as I thought. Several weeks into my hunt the mercenary turned and stared at me through the foliage. “You hunt like a wounded wolf” he told me. He had been able to see or hear all my movements from the very beginning. When I revealed myself, he asked me why I followed him. I told him that it was because he spared my life, and this confused me, to which he replied with my current motto: “I need not take a life to live for tomorrow.” He continued on his way soon after, and I continued to pursue him, though this time I made no effort to conceal myself.

Over the weeks, I watched him practice his profession. As I had assumed, he was in fact a mercenary. More appropriately, he was an assassin trained in the art of the hunt. I would attempt to mirror his movements during his practices; perhaps I could use his own skills against him when the time came for me to retake my stolen pride. He noticed this, but said nothing in the first practices. Other times he would offer advice or challenge me to a duel. He was testing me; that much I knew. When I asked him why he insisted on challenging me, he told me it was to keep his own skills sharp. It was a lie, obviously; I could see in his eyes that he had “taken a shine” to me. He was interested in me as I was interested in him. We formed a strange bond with one another, constructed entirely out of psychological fascination: I could not understand why he spared me and he could not understand why I pursued him.

We learned much about each other. He was mo zing – a masterless assassin – but had not always been such. His kind were a dying breed, fewer and fewer as the years passed by. He had no notion of pride, as he had been trained since a child to adhere only to a set code of honour. He even confessed that he was intrigued by my aptitude for learning and fascinated by my ability to manipulate the mist and fog. He asked that I cease being his “entourage” and become his official apprentice. Feeling that it would be to my advantage, I quickly accepted. Master the skills and kill the master; it was a brilliant plan.

The plan stayed in the fore of my head for a long time. How long I’m not exactly sure; the days, weeks, and months slurred together. It was when my “master” presented a pair of daggers to me that I began to waver in my conviction. Here was a man who was working to better me; he schooled me in many things (it is fortunate that basic mathematics was among them; my wallet would have been long empty were it not for his schooling), and here I was plotting to murder him. It was disgraceful to say the least.

The time came when my master granted me the throwing knives I carry now, teaching me precision in basic ranged combat. When I mentioned the uses of firearms, he became irate. It was, in his opinion, dishonourable for one to use such disgraceful weapons; they required little skill besides aiming and “twitching your finger”. Knife throwing was the only way to kill in his doctrine. Logically, he was and is wrong. Guns are useful in their quick kills, and also require decent aim when going for a silent kill. I have made a point to compromise his opinion, and I suggest that all assassins do the same, for both have their advantages and disadvantages.

My master also learned of my “condition”, but was undeterred by my transformations. Rather, he said that my supernatural form granted me a significant advantage over other assassins, and that my limited control over this ability only enhanced my deadliness. He trained me in mastering my inherent strength, but insisted that I shed my weaponry while in my werewolf form. It was dishonourable and unproductive, as my weapons were difficult to use while a Werewolf, and my inherent abilities were more than sufficient for my profession.

The years passed, some slower than others, until my master announced his 107th birthday. We had trained together for a number of years (I myself had turned 57 only a few months prior), but he had never seemed so old. When he lay on his deathbed only weeks after, he told me that I was ready. I was to take up his cloak and his work, and I was to uphold the Assassin’s Honour. When my master died, I thought of my original plot and mourned both for the loss of him and the loss of a chance to prove myself by defeating him. I did not and do not believe in an afterlife, so I decided to carry on his memory and prove myself in my actions. I would be an honourable and deadly assassin; the cloak I wore demanded nothing less.

I did not limit myself to my master’s teachings, however. I expanded my horizons, most notably when I took the life of another assassin who used a wrist-mounted crossbolt. The idea struck me as ingenious, for its use did not contradict the doctrine my master had taught me, while still sating my desire to use ranged arms beyond my knives. The assassin’s gauntlet did not fit me however, so I took it to an engineer who had hired me once before. The device was simple and the materials common enough that she had a working model ready for me within a month. I favour the knives over the crossbolt, but I always keep both on me for those “just in case” situations.

My most memorable job was, I feel, when I met with one Ryan Gaven. It was a routine assassination, and my job had gone extraordinarily smoothly, when I came across a person rotting in a jail cell of the castle whose lord I had been sent to assassinate. I freed him (do not ask me why for even I do not know), and as he escaped - which, mind you, he stated he could do at any time if 'he had been arsed' - I ran into another werewolf. There was a price on my head, this much I knew, but I did not think anybody stupid enough to come after me. At risk of sounding full of myself, I am and was a damn good assassin. Despite my skills, however, the lycan caught me off-guard. I won the battle, but not without cost. My left eye was taken from me. Weeks later, after that good-for-nothing prisoner escaped, I wore an eye-patch, but my vision was irreparably damaged. I had lost my depth perception, my perspective. I worked at ignoring the loss, but it proved more of a hindrance than a boon, and in order to remove the distraction I removed my right eye. I have never been in so much pain in all my life, but the ends justified the means. I am now a deadlier assassin because I have no visual distractions.

I consider myself fortunate for two reasons. The first is that as a werewolf, I am granted with senses more acute than that of a human’s, even while in human form. The second is that my master recognized the idiocy of relying on any single sense, and attempted to train me in the use of my senses during the absence of one (he seemed to have a curious attraction to sight and hearing, which in hindsight were excellent choices). Another fortuitous fact in biology is that once you lose a sense, it virtually doubles the potency of all the others. My adjustment phase was therefore much shorter than it might be for most people. More than two months were still spent as adjustment, but I had long since learned the meaning of patience.*

It was four weeks later that I happened upon an extraordinarily generous bounty on the duke of Morris, in his Castle of the same name.
..


Starting Location: Duchy of Morris; Castle Morris.

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So that's my furry little bastard =3
 
Mi dispiace for the double-post, but I need this to be noticeable:

Something I'm noticing among bios - my own included - is that we are all establishing our characters with preset mastered skills. What I propose is this: due to the nature of the RP (which will play out very similar to an MMO) we should start off with basic 'mastered' skills. Depending on classes and abilities and the like, this will change over time as we gain experience. I'm not suggesting total MMO-ification, just a basic experience/level thing to coincide with learning skills, so that we don't start off able to crush anything in our way.

So I would suggest that we all start off with the following (at most):

2 Stat-altering skills.
2 Spells/Attack Skills
2 Transformation/Other Skill

The stat-altering skills don't necessarily affect our 'statistics'; what they do is change our characters based on the characters themselves. As an example, Ty is an Assassin/Hydromancer, so he could have the Marksmanship and Energy Storage stat-altering skills, which would improve his effectiveness in using spells and his ability to land more potent hits.

The Spells/Attack skills are just that, and are self-explanatory. What isn't self-explanatory is that these skills will be mastered - that is to say that the use of them/the process of using them has been mastered - but the spells themselves will improve in potency over time. As an example, a healing spell; Flick would be able to heal one/many people at once, but only for a little at a time. This skill is always usable (for an energy cost, of course), but improves over use. Attack skills would be similar, but a little different; when first used they would be difficult to pull off, but would become invaluable and deadly after they have been used many times and practiced.

Transformations/Other Skills are just what we make of them. They may improve in time, but that's up to the RPer to decide based on the nature of their skills.

Thoughts?

@Frau: To answer the 'when is this thing going to kick off' question, I'm not sure. We're still working out the kinks and stuff, but we'd like to have it up and running ASAP.
 
Well my character is really only an elemental mage, she doesn't really have any kind of stat altering magic.

Also would it be possible to link everyone's Bio's to the first page? I think that would make it so much easier to refer back to them rather than having to search through this thread when trying to find out about another character.

If you're unsure how to do it I can show you :)

Just a suggestion.
 
Lol you DID read that Ryan uses tentacles, right? He's a creepy bastard of the highest degree.

I'm aware of the section, btw, no need to be patronizing. Anyway, go ahead and edit at your will. I would indeed prefer it if he had slightly more prominent demonic/draconic features. May I suggest perhaps canines or claws? Or maybe some sort of facial marking that he insists are tattoos but in fact they're infernal patterns? Just food for thought.

Also, I'm writing Mystro down as a Swordsman where class is concerned, is that alright? If you had some other preference, let me know.

@Frau Farbissina: Thank you so much for the analysis, that's much much better. I'm a tad concerned he seems too...er, digressive for a white mage type, but it's not a bad thing to break the convention. Just make sure not to power-play or God-Mode in the rp itself and we're all good. =O Now we just have to wait for Jon to approve to because he'll think I'm leaving him out.
Ok, I know just what to change, but I won't do it right now. Today at work, all the boses were there, even the company CEO, so I'm kinda fixin to relax. I'll put scales on his hands, thus being the reason he wears the bandages. Is that ok?

And I haven't done an in-depth reading yet, this week in work our section is being viewed, watched, and critiqued by all the big-wigs, so it's been rather tiring trying to impress them all week. But tomorrow is Friday, AKA pay day, which everyone knows is good.

Also, swordsman fits, but he can use any weapon he has access to, so more of a knight kind of figure suits him. Like Rune knights use such weaponry with magic but are not uncommonly known to wear clothing, but I'm fine with swordsman.

And sorry to sound patronaizing, just that I didn't know what that section was until 8 or so months of RPing, I saw how long you've been here and assumed but I seem to have assumed wrong. It was meant to come of as a friendly tip, so sorry for the mis-understanding.

Expect to see my edited bio and pet bio up tomorrow around 4:30 to about 6 my time.
 
Great. My browser crashes on me while I was making this post. That, and I really appreciate the detail in this role play!

EDIT: OH GOD. That took me almost an hour to write.

@Chell

Hey, if my character's approved, are you keen to have our characters know each other? Mine is older... By almost 50 years, but I guess age don't matter?

Name:
Altair Aquilae

Alias:

Known normally as 'Aquilae', or 'Aqui' (Pronounced 'Ah-Ku-E')

Nicknamed 'The Star'

Alignment:

[According to Dungeons and Dragons]
Neutral

Class:

Warlock

Race:


Elf

Gender:

Female

Age:


142 (Appears to be 17 by Human standards)


Appearance:

As with most other Elves, Aqui is 1.82m tall, and weigh only 45kg. She is generally slender, with a well-endowed body. Well-endowed, in terms of her fair complexion, and her curvaceous body line, but not her assets. Her hair is blonde, and slightly below shoulder-length.

She is model-like skinny, and is easily bruised... Like a toe-may-toe. However, she carries an air of elegance common amongst her people, well masking her naivety.

Her attire almost always focuses on the color green. Usually, she wears a chain mail over a sleeveless blouse, and matched with an olive green miniskirt. The chain mail has an armored extension on her left side where she can keep her item sack. (Which also means she cannot keep a lot of items, or money, for that matter) She also wears high boots that also covers her knees, mainly for protection... And maybe, a fashion statement along the way.
Her clothing also have a slight magical resistance due to her frequent usage of magic, which leave behind traces of magical energy in the fabric. This magical resistance is fairly insignificant, like taking a little longer (a few seconds?) to burn when a fire spell is used on the clothing.

Personality:

Childish just doesn't describe her well. She is beyond childish, to the point of extreme naivety. She is often happy-go-lucky, and gullible to a fault. This is quite a contrast to her appearance, which can come off as mature, and especially elegant. From the moment she starts speaking, it becomes clear she is anything but a high and mighty noblewoman.

She speaks in a natural high-pitched voice. Almost musical, but irritating after a while. She enjoys talking, and people enjoys listening... Or so she thinks anyway.

She does not recognize the intensity of situations well, and generally do not understand many, if not all, the meanings behind things. Give her some clever remark, and she may well take it literally, leading up to an epic face-palm moment. In fact, she can sometimes make a joke of herself, not realizing that the situation may be so serious that a a silly remark is considered inappropriate. (Laughing at a funeral, anyone?)

She also treats animals much better than she does with the other races... Like when a horse and a group of mixed races are drowning, she'll prioritize the horse. :P

She abstains from food as if it were a monster hoping to eat her, but when she does eat, she eats like a cow. She can annoy some people with her usually - and unnecessarily - literal response to things.

First Impression:

Things are usually okay when she does not speak. Being an Elf has it's benefits in laying down a good first impression. Aqui looks to be highly mature and intelligent. She seems exceptionally elegant, making it seem as if she is some kind of high-ranking nobility. People tend to be more polite when around her... Well, for some time until she speaks anyway.

If they see her for their first time when she is speaking... Well, skip the first impression and go right to annoyed, and/or praying for the sweet release of death.

Statistics:
Strength:

A klutz when it comes to the matter of strength, Aqui can barely lift an object above 20kg for long without complaining. Considering how irritating her complaints can be, she never needs to carry it. Thus her extremely pathetic stamina. She can barely do any damage to an ordinary, healthy person. Hell, hitting an old man with her full force may only cause the old man to stagger just a little bit. She can virtually wield no weapon with efficiency above that of... Okay, she has no efficiency with any weapons, at all.

Vitality:

Aqui is more defended against magical attacks due to her magical abilities, which act as a natural barrier against magic. That, and because of her frequent usage of magic, her clothing helps in defending against magical attacks.

Against physical attacks, Aqui is near-hopeless. A simple punch to the face will easily knock her out. Needless to say for more serious wounds like lacerations, stabs... She wears her chain mail to help offer a little more protection against the latter, but it still comes back down to a matter of luck. A close-ranged attack will easily break through the weak armor.

Speed:

A slowpoke, really. Her top speed is about 14mph - almost half of the theoretical, average human top speed. To reach that speed, she needs a desperate scenario that requires her to run, and while she can reach that speed with a mere build-up of about 4 seconds, she cannot maintain it for any longer than 24 seconds.

Her ability to sidestep is just as weak. Lets say someone crushes a piece of paper, and tosses it at her lightly, she is likely to only sidestep just in time for the paper to hit her arms, instead of her body. Needless to say for an arrow, or better yet, a crossbow bolt. They are highly likely to hit their marks.

Stamina:

If it isn't clear by now, then it must be said once and for all. Her stamina is an admirable nil. Maybe slightly above that, but virtually nil. She does little manual work, relying more on her magic, than on what can easily be done with her hands. She cannot run (not at top speed, but say, a quarter of the top speed) for anything more than a minute. She cannot swim, and she has an extremely low tolerance for pain, and for work.

Her magical stamina, however, is way more impressive. While she cannot blast powerful spells after powerful spells, she can manage simple day-to-day magical devices, and some simple levitation (of objects no more than half her full weight) for a few minutes.

Reflexes:

Her mental reflexes are a lot better than her physical reflexes. Her hand-eye coordination is amazingly bad, as with almost any other physical factors worth considering. However, if the test is changed to voicing out instead of moving the hands, she excels.

Fighting Style:

Aqui is more of a supporting spell-caster than an offensive witch (Though the latter, she is, in terms of personality, at times). She usually fights behind the main action and while she can manage weak healing spells, those are not her area of specialty. Her specialty lies in 'Cosmic Magic' - and specifically on non-healing supporting spells, and summoning - which relies on astrology to provide strength.

Using the power of the stars in the skies, she can either weaken her enemy's strength or defense, or increase her allies'. She can manage weak offensive spells, but again, those are not her specialty.


She does not hesitate to fight dirty, especially since she cannot afford to if she plans to win. If she realizes she will lose either way, she changes to a more cowardly strategy, fighting to escape, than to win.

Weapons:

The last thing Aqui would want is a weapon. It's bad enough that her stamina is that pathetic... And now... A weapon?!

Well, perhaps the only 'weapon' she has would be her gloves as pictured. Grey in color, it serves as a complementary accessory to her clothing, as well as a way to facilitate the usage of her magic... Not much help, anyway.

Mount:

Aqui generally prefers Unicorn-Blooded Horses because they look cool, with horns on their heads.

Her horse is white in color, and less smart than most other of its kind. It is docile, and extremely easily spooked. It does not help that it is not a fast runner, but it has relatively good stamina, when traveling at slow speeds (like, trotting along a soft path?). It does not remember routes well, and that often lands the two up in the wrong places.


Abilities:


Nothing worth mentioning... Maybe, except her exceptionally terrible cooking. Try it, and you'll know... Well, if you survive, anyway.


Magic:

Aqui uses a rare element of Magic called 'Cosmos'. It relies on magical energy exuded by the stars in the skies. While some are capable of utilizing the offensive aspects of it, Aqui focuses on the supporting aspect of it, using more buff-placing spells and inhibitory spells.

Some examples include improving a specific character's strength and defense - either both at the same time, or separately. When casting for an increment in both at the same time, the percentage of strength and defense increased is only 25%. However, when cast separately, the increment is 50% each. She takes only about 3 seconds to cast this spell, and it lasts about 1 minute. The character receiving the buff glows a light blue color until the effects wear off.

The numbers are the same for when she casts a spell to weaken her enemies. Decrease of 25% when cast to weaken both strength and defense, and a decrease of 50% for individual stats decrease. She also takes 3 seconds to cast, and the spells last about a minute. However, depending on the will of her enemies, they may be able to shrug off the spell. The margin for failure is about 40%.

These spells depend on the character that it works on. The greater the strength that a character possesses, the more significant the improvement. Which is why casting a strength bolstering spell on herself never saw much change. The spell effects does not stack, but its duration does.

It will not add to the remaining time, but rather, it will simply make the spell last another minute from the time the spell is cast a second time.

Her healing spells are weak, but good enough for the cuts that are only slightly deeper than ordinary scratches. In the case of deep lacerations, her healing spells does not close the wound, but it stops the bleeding for 30 seconds. The person the healing spell is cast on glows white as his wounds closes up. In the case of a person with deep lacerations, his wound would glow a bright, but not blinding, white for 30 seconds before the spells wear off and he starts bleeding again.

Aqui can also use some offensive spells like blasting beams from the skies. It's usually red color, and it does magical damage. It does not destroy any existing armor or weapon, and specifically attacks a character's soul. The spell is quite inaccurate, as it gives the target time to escape. The spell can be cast instantaneously, but it produces a red light over the area marked for about 5 seconds before the beam blasts down. Also, because of her lack of specialization in this area, the beam will only cause 1.5% hurt to the character's HP...

Her next area of specialty is in summoning. She can summon virtually anything imaginable, but no larger than a full grown elephant, which is about 12 feet tall. The summons are always white in color, and glowing with a light that does not blind. These summons invariably weigh 45kg (Aqui's exact weight). She may summon a few at once, but after that one count of summoning, she has to wait at least 10 minutes before doing so again.

She usually summons a warrior for battle. The warrior is usually a replica of her, except with clearly significant strength, speed, and stamina - but no magic. The warrior replica can lift objects her own weight, and run at a top speed of 32mph, maintaining that for about 2 minutes. It's physical reflexes are improved, being able to attempt to avoid an arrow fired at it.

Say an arrow was fired at it's chest. It can move in time to either have the arrow hit the arm instead, or totally avoid it if lucky. Separate enhancement for strength and defense can be cast on this replica. The warrior replica summon can withstand about 5 successive slashes before being automatically de-summoned.

Reminder: Aqui can summon anything. She can summon a boat, or whatever, even a key... But they all weigh exactly the same as her. So if she wants to break out of a prison with a key, she's going to have to struggle to carry the key. XD

All summons last 2 minutes at most, unless they are defeated before the full duration.
Another perk of her Cosmos element, is that it allows her to manipulate the weather to a certain degree. This has an extremely high margin for failure, at 85%, but when successful, she can make it sunny, and so on and so forth. I'm just sayin'.

Other Skills:

Due to the huge cognitive demands of magic, Aqui is rather good with her mental reflexes, and if she does put her mind to it, she is capable of resolving difficult cognitive challenges... If she puts her mind to it. IF.

Other than that, she has nothing else worth noting... Maybe, her cooking.

History:

Aqui was born 142 years ago to parents who had adopted a nomadic lifestyle. When they had her, they decided to settle in Threepwood because it was usually avoided. In raising her, they decided that they would focus on magic, and it was as they raise her that they realized she specializes in Cosmos.

That was about 45 years after she was born. With that knowledge in mind, they started to train her for the next 70 years, molding her into the skilled Warlock that she is today. However, what they failed to train was her personality, which till today, remains lazy.

She was raised away from society largely due to her parent's xenophobia, and was only allowed to travel at the age of 132. Her parents decided to return to their nomadic lifestyle, and allowed Aqui the free reigns of her life. Leaving her with some starting cash, a way to contact them, and a mount, they returned to their journey.

Since then, Aqui had been traveling, though she usually hangs around the guilds of Threepwood. (Never actually joined though)

Starting Location:

Threepwood (Inn)
 
But seriously, dual-class is fine right?

Dual class is perfectly ok. I mean, I'm using dual class XD Ryan's a Battle Bard. (actually he's just a nutcase, but that's relative).

Also big bios are never a bad thing ^_^

Hmmm I changed my characters starting location to have her on her way to Morris. I'm going to have her set out on her Journey to Valentia but get intercepted by a Group of Half-Orcs who want her Magic gun. They then force her along with them towards Morris, hopefully that will get my little Anti-social some attention from other characters in the RP :awesome:

Hope that's ok.

That's perfect, and the half-orcs thing does indeed fit with something Jon and me were planning ;D

Also would it be possible to link everyone's Bio's to the first page?

'S already been done cupcake :3 Hover over the names in the first page and they're all linked to the respective bios.

@Jon - I agree with you Jon, but I think we should leave the responsibility in how each character 'levels up' to the individual player. And like Squid said, the types you mentioned don't apply to all.

I think it'd be easier if we all just sorta hold our characters back a little bit and not use their more demanding and impressive abilities right off the hook--or for something simple like a slime or half-orc toddler.

I for instance generally won't be having Ryan go as crazy as he normally would because as I've stated, he's a lazy prick who can't be arsed to switch on his warrior mode unless the shit hath hiteth the fan for good...or his 'wife' (that's Ty) starts whining. I'm saving the balls out craziness of this guy for alter when we do bigger quests ^_^

@ Monarch - Hee, I love your character. =D Ryan's gonna love being around so many elves (they won't, lul)

@ Maestro - Yes, scales on the arms sounds perfect actually. =D I think Mystro and Ryan will get along ok. Two completely part-friends...Mystro's the awesome type, Ryan just makes them all look bad by being an ass... X3 Looking forward to the bio.
 
Yeah...going on 7 pages now. Still have magic to do.

Something tells me you're gonna have a WTF face as you read mine.


Hon, I doubt that. I've been RPing for many years and I've seen a lot of bios. I write some of the hugest ones I know. I'm prolly gonna like yours.
 
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