The Abyss of Chaos ~Sign ups/Discussion~

Saga

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

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

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

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

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

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

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

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

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TAKING ROLES

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

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

MAIN ROLES

The Assassin ~ Red (Rubedo)
The Knight ~ Cairn Crey Rosencrant Valthere (Julius)
The Mage ~ ??? (Albedo)
The Hunter ~ ??? (Throttle Swordknight/Hera)
The Summoner ~ ??? (!MOMO)

The Guardian of the Void ~ :P (Alumar Loren)
The Abyss Berserker ~ John Henry Westhead (Nigredo)
The Abyss Servant ~ ??? (Addle)

LESSER ROLES


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DEATHS

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

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


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

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THE TEMPLATE

Name::

Age::

Race::

Gender::

Class::

Personality::

Physical Description::

History::

Weapon/s::

Strengths::

Weaknesses::

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




So there you have it. :gasp:
 
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Well, you KNOW Im in, you also know which char Im gonna use and which "role" Im filling.
So, here comes the question, do you want me to keep his identity a secret until the RP starts, or should we let everyone know?

this is up to you, and I will PM you the necessary info we spoke of, and yes his bio is complete now, after I have made a last run though Ill upload him and link you ^^
 
Name: Cairn Crey Rosencrant Valthere
Title: Former Commander of the Aleria Guard
Alignment: Neutral
Race: Human
Gender: Male
Starting Age: 35
  • Current Age: 40 years old (human time years)
Appearance:
Hair Color: Black with silver highlights.
Eye Color: Hazel Brownish Green, but can also change to yellowish green and grayish green.
Build: Strong
Height: 6'1"
Weight:
Original Weight
-With Armor: 290 pounds
-Without armor: 235 pounds
  • Gained Weight: 30 pounds
    • Current Weight (with Armour): 320
    • Current Weight (without Armour): 265
Cairn is a middle age man whose body has endured the many effects of war. Being part of the Knighthood of Aeden, his body and mind were always submitted to constant training. The muscles of his back, arms and legs are greatly defined, thus allowing him to wear heavy equipment. His face shows a few signs of aging, his eye brows are slightly broad, and he has a cold expression on his face. His nose is middle sized, round at the tip, as a reference, is his mouth is 1 1/2 inches wide when being serious; his nose is about an inch and a half wide. His mouth is fairly broad, his upper lip thinner than the lower lip. He has strong, dexterous hands and wears his hair short. The hair is only long enough to partially cover the right part of his forehead, though most of it is combed to the back. His ears are small and round.
Attire/Armor:
Cairn wears a slightly loosen, white shirt with collar with and leather pants slightly loosen as well. The shirt covers his arms as well for more comfort. Over his shirt he wars a light mithril chain mail, worn fitting his arms and torso but letting it lose enough to avoid muscle restrain and speed reduction. The chain mail has no magical properties, and it is used as secondary defensive equipment. Over his leather pants he wears leg armor, which are basically several steel plates merged with a secondary leather pants. This plates cover most of his quadriceps, as well as his lower leg area and part of his knees. As a primary source of protection, he wears a heavy and thick iron plate with steel collar that provides protection for both the torso and neck. The Plate Mail has two layers of steel plates, 2 inches wide, that cover abdomen, the chest is covered by three layers of steel plates, and leather is placed between each layer to avoid over heating that could be caused by the friction of the steel plates during rash movement. On the very center of his plate mail, the area covering his chest, there's a circle with a red orb having a gold ring all round it. The ring is engraved silver runes of "Latin" origin. The engraving reads as follows: "Si vis pacem, para bellum..." which is translated to "if you want peace, prepare for war...". The over all hardness of the armor is strong, great enough to endure and deflect a few piercing blows and enduring blunt weapons. If the main armor is pierced, the chain mail would prevent the weapons from piercing even deeper.

The armor is of a dark silver color in general, the collar of the plate mail is darker with a coat of dark gold on the edges. As footwear he uses brown thick leather boots, with small steel plates for its black soles. His shoulders are protected by wide dome-like shoulder pads with bent edges, if you stand before Cairn his shoulder pads resemblances a wide "V". His arms are covered with a layer of leather with a layer of one inch wide steel plates, a wide tube like bent steel plate covers his biceps and another one cover his forearms. He wears small shoulder pads made of leather and very thin plates, 1/4 inch for reference. There are times in he has a long black cape attached to his shoulder pads if it has not been ragged during a fight already.

render02.png

And idea of how Cairn could look like.

HeroesofMightandMagic-Knight.png

Cairn's second attire/armour.

Personality: [FONT=&quot]Cairn's personality is quite passive, yet he tends to be excessively sarcastic and realistic for his own good, hence why he prefers to keep his mouth shut. He hates injustice and believes that loyalty and honor are above all else. Just like a man who wishes to have a family, Cairn can be very protective sometimes towards his friends, becoming a person willing to commit self-sacrifice if necessary to avoid his loved ones to be harmed. He insists that the best battle is the one that is best to be avoided, and if words can be used to avoid it, then Cairn would walk away from a fight with a few words. Also, he believes that the government is made by the people and for the people, and that monarchs and leaders are just there to make sure the people is safe and satisfied.[/FONT]

First Impression: When first encountered, Cairn would most likely remain silent to analyze the person who wants to start a conversation with him. If asked, he would usually respond things like "You know the necessary information to avoid getting in my way..." or "Curiosity killed the cat you know...". Though serious, Cairn has an aura of dignity and honor that is clearly noticeable, thus earning the devotion and respect of his followers and friends.
Strength – He can lift over 230 pounds with his arms alone, and around 400 pounds by using the momentum his legs can give. If he were to fight with his bare hands, Cairn would deal moderate damage, for example: if an opponent has 600 of health with minimal defensive capabilities and not wearing armor, he would deal 50 of damage per punch. If he hits the face, he would deal 100 of damage. The amount of damage varies from opponent to opponent.
Speed: Due to his armor, Cairn is not the fast type when it comes to running, but he is capable of dodging most attacks if anticipated with moderate speed, most of the time avoiding them by mere inches and sometimes taking direct hits. He can only run at 8 mph and 13 mph at top speed, but it takes like 60 seconds to be build up to this point.
Endurance: His strong build allows him to wear heavy equipment and his cardiovascular trainings allow him to keep up with long drawn out battles without wearing out, though after four hours he would require to slow down his pace and take deep breaths to gain some air. Since he was once what we call a "foot soldier", Cairn can walk long distances for extended periods of time, and hence why his stamina is high. He can also jump like two feet from the ground if it's a quick leap, and four feet if he gains enough momentum. When he has his armor unequipped, his speed and stamina are doubled yet his endurance against piercing attacks such as swords is halved.
Reflexes: Cairn is of the ones who prefer to anticipate his opponent's attacks if given enough amount of time, like 50 seconds per action. His well trained reflexes allow him to quickly react to attacks originally began to be executed four feet away from him in less than thirty seconds, dodging 70% of the attacks with ease. Though when the distance is shorten, Cairn depends on how quick the attacks are performed, allowing him to decided between eluding or parrying an incoming attack.
Fighting Style: Cairn despises dishonorable battles, a fight for him is like an initiation to the path of immortality, and any life could end at any moment. He believes that immortality, the ability to have your name be spoken through ages, is there to be taken if we are willing to fight for it. He is quite of the technical type, mainly focusing on counter attacking and defense, but he can shift to a more offensive strategy focusing on 1/4 counter attacking and 3/4 attacking.
Weapons:
Long Broadsword/ Judgment: This sword consists on a 5 feet and 6 inches long blade from tip to handle. The blade of the sword is about 4 feet long, 1 foot wide and 4 inches thick. Forged along the main blade, it has a 3 feet and 6 inches long plate that it’s made of a hard alloy of gold, mithril and stainless steel, which gives it a dark golden color. The plate is merged to the main steel and placed on both sides equally, with ancient runes of unknown origin, some believe is "Latin" but the text is barely legible. On the very center, the sword has a thin 3 feet and 4 inches long, 1 inch wide and 1 inch thick plate that runs from the hand guard and the blade are merged and goes to the tip of the sword. The hand guard consists on a wide plate set horizontally, the plate is 3 inches long, 1 foot and 2 inches wide and 3 inches thick, and it has an orb that changes its color attached on the center on both sides. The handle of the sword is 1 and 1/2 inches thick, triangularly shaped, and 8 inches long, the end is round and black. The handle is covered with black leather with golden lines.


The sword is made of silver, gold and iron alloy (30% gold 70% stainless steel), but mainly the magical component known as orichaicum, the strongest steel known to man, yet is destructible and has to be re-forged with orichaicum when broken. It has magical properties, most of them aligned to the color of the orb it has attached. Depending on the color, so are its abilities and magic defense addition of 20% to the current element except for the Rainbow Color/Prism Element:
*Blue-Water
*White-Light
*Black-Darkness
*Brown-Earth
*Green-Wind
*Magenta-Thunder
*Cyan-Ice
*Rainbow Color-All elements, Mag Def increased by 50%, deals 30% extra damage on all enemies aligned to any elemental attribute. Deals normal damage to non-elemental enemies. Only obtainable when previously absorbing all of the elements above.

-On a side note, the element of his sword also affects the types of spells he can cast. Prism Element allows casting any type of spell.


Abilities:
Master Blacksmith: Able to wield almost any forging item, component and tools to repair weapons, armors and other gear. Cairn is also able to craft any item with the adequate tools and components. This ability was learned during his training at the Madabrian Mines when he was 23 years old. Master Blacksmith Varon, a dwarf, was the one who taught him this art.


Elemental Absorption (weapon): Able to absorb small portions of elemental energy and infused it to his sword. If allowed to absorb enough energy, he will enter in a state of “Rush Mode”, of course, this rarely ever happens.


Rush Mode: Allows Cairn to dual cast spells from the same elemental attribute of his sword, and reduces energy cost by half. As a fundamental requirement, Cairn must absorb a tremendous amount of elemental energy of any attribute, and will only cast spells aligned to that attribute. Rush Mode expires after an hour (3 Cairn Posts), and after expiring, Cairn’s sword will return to non elemental attribute, requiring him to recharge his sword to be able to cast any spell.

Last Chance: Able to endure any (non-instant-kill) attack and retain at least enough stamina to stand and fight, but healing or stamina restoration is greatly advised to avoid exhaustion. To ensure this magical ability is successful, Cairn summons all of his magical energy and restrain from casting any spells for at least a an hour, maybe two. (Post duration: about 4 Cairn posts)

Magic:
The type of magic he can cast depends on the color and elemental alignment of his sword, thus limiting him to that element. When a spell is cast, Cairn must wait for his energy to be restored, which usually takes like 30 minutes (2 of my posts) between cast. After casting up to 5 spells in battle, Cairn is unable to use any more magic until 120 minutes have passed (4 of my posts). The spells take about 25% of his energy when cast, consuming all 100% of his energy when 4 are used. Offensive and status enhancing spells take like 50 seconds to be used, healing spells take 2 minutes and shielding spells take like 30 seconds but an extra cost of 5% to be done.
The spells are classified as:
-Offensive/Status Enhancing Spells
-Healing Spells
-Shielding Spells

Fire Element:

Enchantment: "Flamma Incantamentum"
  • Firestorm Blast: Cairn gathers heat around him within the palm of his hand to summon forth a flaming ball of energy. The ball of energy is about the size of his torso, and its heat intensifies by the second. If performed in an area with a high temperature, the offensive attributes of this spell are drastically increased. If performed in an area with high temperature, the spell is cast almost instantly and if made in an area with low temperature, it takes quite some time to summon the spell. Offensive spell.
  • Flaming Edge: Cairn gathers heat around him to summon flames to surround his sword, thus increasing the sword's strength and range from its normal length to 3 inches more. The sword is engulfed with a burst of fire that leaves a trail of flames with each swing. Offensive Spell.
  • Inferno Cataclysm: Cairn absorbs elemental energies aligned to fire as well as sunlight to infuse his sword with enormous power. Having his dexterity greatly increased, his sword swings are hard to evade for enemies with low speed, and it scorches anything it strikes. The spell also has a long range effect, allowing Cairn to unleash flaming tornadoes with each sword swing that will head forward and disappear with impact. Offensive Spell.
Water/Ice
Enchantment: "Gelum et Aqua Incantamentum"
  • Healing Rain: Cairn gathers the humidity of the air to summon forth a healing rain that replenishes up to 75% of his stamina. The rains also have the ability to ease the pain of cuts and other sorts of wounds temporarily by 60%. Healing Spell
  • Leviathan's Aura: Cairn gathers the humidity of the air to summon forth a thin energy shield that covers his body and slowly replenishes stamina. The shielding lasts for 20 minutes, with a healing ratio of 5% per minute. Shielding Spell
  • Diamond Blade: by absorbing a significant amount of ice attributed energy, Cairn is thus capable of summoning the ice/water attributes to enhance his damage against enemies weak to said attribute. The spell makes the sword take a light bluish aura with several ice crystals sprouting from within the sword as razor blades, making the edges of the sword point. Upon landing, the affected area is temporarily frozen, limiting movement. Offensive Spell
Light/Thunder
Enchantment: "Lucis et Relampadare
Incantamentum"
  • Sacred Barrier: Cairn calls for the power of the purity of soul to summon forth a powerful barrier to shield him from magical attacks. Unfortunately, to perform this enchantment Cairn must stand on the same area in which the shield was called. Shielding Spell
  • Blessed Edge: His sword is surrounded by a pale whitish golden aura, flames of purifying light are all over the edges of the blade, blessing it with holiness and granting the ability to cast away evil. The sword increases the sword's deflective abilities as well as endurance, making it harder to destroy. Offensive Spell>
  • Alastor's Rage: The sword is possessed by a ferocious thunder entity, thus increasing to maximum damage his power against water based enemies. Of course, it lowers offensive damage against earth and wind based enemies. Also grants the sword to cut through energy barriers that are not aligned to the element of earth. Offensive Spell
  • Judgment: Cairn must devastating holy spell. By summoning the purity from the souls around him and even his own, Cairn is granted the ability to purify evil with the edge of his sword. Thus granted, his sword takes on a reddish orange aura, illuminating his surroundings if located in a dark area. Offensive Spell.
Darkness
Enchantment: "Noctis Regis
Incantamentum"
  • Shadows of the Past: Cairn summons an afterimage that follows his every move, as if there were two of him. This increases evasion significantly by 70%. Of course, strength is reduced by 15%. Offensive Spell
  • Sword of Punishment: Cairn summons the forces of darkness, thus granting his sword a reddish black aura that surrounds it. The sword is engulfed by hatred and grief, thus becoming extremely lethal. With each strike, the sword intensifies its sharpness and strength, making it more and more deadly until it reaches the point of being able to instantly kill a target. As a side effect, Cairn's speed is drastically decreased, as well as his dexterity making his moves easy to dodge, but he gains 50% more endurance. Offensive Spell
Earth/Wind
Enchantment: "Terra et Ventus
Incantamentum"
  • Gaia's Blessing: Cairn calls for the spirits of the land to summon numerous stone spears, each 6 feet long and 1 foot wide, and allows him to send them to pursue his opponent. Due to the weight of the spears, this is not a very quick attack and could be mainly used for counter attacking. Shielding Spell
  • Cosmic Destroyer: Cairn summons forth huge flaming boulders from the heavens to cause explosions around him. The explosion spreads up to 3 feet from the targeted area. Offensive Spell + 25% extra energy cost.
  • Pegasus' Wings: Cairn summons the blessing of the mythical "Pegasus", the flying horse from Greek Mythology, to increase his speed beyond his own limit. His top speed is increased by 50% of its original value. Of course, strength is spent as a cost. Offensive Spell
Prism Element
Enchantment: "Combinatio Elementum
Incantamentum"
  • Heaven Sword: merging all elements within his sword, Cairn summons the power of all the forces of nature, thus creating a ferocious weapon. This ability combines the effects of “Flamming Edge”, “Blessed Edge”, “Inferno Cataclysm”, “Alastor’s Rage”, “Sword of Punishment”, “Diamond Blade” and “Judgment”. " altogether. Though a powerful ability, it limits Cairn from using any other spell, and can only keep this ability for short periods of time. No wonder why he only uses it for a finishing move. Offensive Spell, takes extra -25% of his energy.
  • Sword of Apocalypse: Cairn summons all of the energies that have gathered within his sword to summon forth his ultimate spell. His sword thus combines all of the effects of “Flamming Edge”, “Blessed Edge”, “Inferno Cataclysm”, “Alastor’s Rage”, “Sword of Punishment”, “Diamond Blade” and “Judgment” as well, similar to his “Heaven Sword” spell. As a high cost, all of his magical energy is consumed to fuel the sword and sustain its unstable nature. The sword takes on a yellowish red aura around the edges; the blade itself darkens with its core glowing vivid red. Legends tell that this very spell is fueled by the soul of the greatest of demons, purified by the most sacred of altars and put at the command of the heavens to bring judgment upon this land.
Other Skills:
Master Blacksmith: Able to wield any forging item, component and tools to repair weapons, armors and other gear. able to craft any item with the adequate tools
*Additions to be made sooner or later...*

History: Cairn Crey Rosencrant Valthere was born on April the 3rd, during the year of our Lord Balian on 1487. Being born of a family of knights, Cairn was raised as a honorable man. His parents, Lord Victor Rosencrant Lancaster and Irene Valthere Isaldir, were renowned for their influence in society, mainly his father from being a member of the Aleria Guard, Lord Balian's personal body guard. The Kingdom of Seseu located to the northeast of Albabra, is ruled by the Aldamit Family, Lord Balian being the head of the household.
Being born a privileged child, Cairn did not allow his status to tarnish the honor of being humble, so he spent much of his time with other soldiers rather than staying at home. As the years passed, Cairn became experienced in all sorts of skills, developing many abilities and soon becoming head of the Aleria Guard himself, when his father opted for retirement. Sadly, the good times were soon to be gone, for a tragedy would stain Cairn's life.

On a mission in which they were assigned to defend the borderline between Aldabra and Sesau, Cairn faced the advancing Aldabran Armies and kept his ground for as long as he could. Even though he did all he could, there was a factor he did not foresee: betrayal. His friend Charles Masia, a former captain and now sworn enemy, handed down the frontier fortress and blamed Cairn for it. Cairn faced trial and was stripped of his position as head of the Aleria Guard, thus falling in disgrace. Swearing he would clean his name, Cairn now sets on a journey to proof his innocence and gain the life he lost...
  • Chapter I: Paths of Tragedy
    • Several years later, after traveling down the southern outskirts of the Aldabran land, Cairn stumbled across an ancient forest. Dwelling withi this forest was a man locked imprisoned located deep the basement of an abandoned mansion. The name of the man "Alumar Loren". Even though the man explained that he meant no harm to anyone, it seemed that his previous captors used every mean within their grasp to seal this man and his magick. However, believing the man's word, Cairn uses his might to shatter the stone that fueled the Anti-Magic Barrier which held Alumar captive. Soon after that, both Cairn and Alumar have seen to respect each other seeing that both of these are men of honor.
 
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Sigh. I'm not invited into the main cast! Guess I do have a long long way to go.<br><br>I guess I'm set to creating a lesser character then! Will do this later on, though. I need to head off for lunch and other obligations first before returning. It might take a while, so, sorry for the lateness! <br>
 
:gasp: :spaz:

BERSERKER TEMPLATE

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

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

Race:: Human.

Gender:: Male.

Class:: Warrior.

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

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

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

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

Physical Description::
warrior.jpg


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

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

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

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

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

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

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

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

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

Then came the Holocaust.

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

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

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

Weapon/s::

Zweihander
is

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

Twin Chakram
is


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

Twin Bagh nakh
ttoy112.JPG


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


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

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

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

Additional Information::

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

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

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

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

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

========

Author reserves the right to tweakage/addition/deletion until the RP starts.
 
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I'm using Felldoh, as linked here. All the stuff is there, just in a different order D=

Or do you still need me to convert it to your format?
 

Name:: Urtag Von' Deller (Human name) Bloodfiend (Lich Name)

Age:: ??

Race:: Lich - The Final Result of The Forbidden Study of Necromancy, The Necromancer joins the ranks of undead, bolstering there powers over the undead they command and increasing there affinity with the powers of the abyss.

Gender:: Male

Class:: Necromatic Mage, Controls dark magics from the netherworld of the dead with use of the dark arts of necromancy, from being able to wield the pure magics of death and decay, to even raising the corpses and spirits of the fallen to serve as a puppet servant, mindlessly and ruthlessly pursing there former comrades.

Personality:: Unrelenting, Cold, Slightly Unstable...The Transformation into the form of a Lich, took a lot away from the sanity of Urtag....as his body fell to darkness, as did his mind. Warped and corrupted with powers that undeath has granted him, only the voice of the Abyss calls to him....and when it calls he shall follow...
Physical Description::
dd4thlichbyudoncrew.jpg


Being that of a Lich, Bloodfiend, as he is known by his Lich name is constantly decaying, as his flesh rots and falls off and his muscles wither away.....he has little need for physical strength and barley even walks, as he uses his mastery of the magics of the darkness of the abyss and the energies of death, to hover slightly over the floor.....and even call forth spirit steeds to assist him on his journies.


Bloodfiend Slouches a little over 5ft 10 inches, and over 6ft 2 inches when stood tall.

History:: Once a proud scholar and respected mage in the Schools of Magic in Terrin. Corruption and the promises of a greater power, saw this once great man fall into the eternal embrace of darkness and undeath

(more history will be revealed as the story progresses)

Weapon/s::

staff-crystal.jpg

Corrupted Staff of The Arcane Scholars: This once proud staff was often gifted to noble scholars as a sign of Mastery and achievement in there chosen field of study and would be often fitted with a gem representing one of the elements, the orginal gem was a gem of Crimson that would be used to bolster fire magics...

The corruption of Lich transformation and lust for greater power however, has caused the staff to not only change in appearance, but also in elemental gem properties as well, the gem is now that of a frozen black sapphire and can be used to call upon the powers of frost and bolsters control over the dark gifts granted by the Abyiss.

Strengths::

Master Magi: Has expert knowledge of most spells, curses and counter-curses and is extremely effective at using them.

Servant of the Abyss
: As a creature created by the dark energies of the Abyss, Bloodfiend can hear the call of his master anywhere in the known world....Its also possible for Bloodfiends master to act out his will through him, by temporarly granting him....temporarly increased powers.....at further cost to his already damaged sanity

Mastery of death
: Bloodfiend is an expert necromancer, and having joined with the legions of undeath, has unwavering power and control over them. Some say those that walk with death can peer into your very soul, although that saying is mostly untrue...Lich'es can control the spirits of the nearby deceased and speak in the language of the dead however....Meaning any former ally of his opponents, will soon become there enemy....
Weaknesses ::

Decaying: Bloodfiends muscles and flesh have either mostly rotted, or are fully rotted away, making him physically weak and unable to put up any kind of physical fight, his movement, strength and his very life relies on his magical abilties...without them he is nothing more than a feeble shell.

Mental Instability: Due to the sudden transformation and horror that comes with seeing themselves as a Lich for the first time, most Liches begin to lose there grip on reality and Bloodfiend is no different....Often arguing with himself and highly prone to fits of rage, It's little wonder his allies think hes a few loafs short of a bread-basket when he is speaking to the voice of the Abyss, often dismissing it as talking to a figment of his own imagination....

Assassin Hater: Even back when he was still human and a scholar, he had little love for Assassins and didnt trust them....Now hes a Lich he outright detests them and will often forsake whatever is going on around him in order to focus everything he has at his most hated proffesion.
Additional Information::

Spell Knowledge: Mastery of Death, Ice and Lightning Based Arcane Magics.

Call of Death: Using his mastery over the dead, Bloodfiend calls the spirits of the fallen to reanimate the corpses of the recently deceased, these spirits are fully under Bloodfiends control, making the reanimated bodies, nothing more than his puppets to do his bidding.

Spirit Steed: Chanting the words of death, a Spirit Steed is called from the netherworld for Bloodfiend to travel on, allowing him to retreat from battle or move to his next destination at a quickened pace.

Wall of Ice: Despite his physical weakness, Bloodfiend can protect himself with his arsenal of potent spells, this one creates a Wall of solid Ice in front of him, blocking his attackers path from head-on assaulting him.

Plague Aura: It's a well known fact, wherever a Lich goes....death follows, an aura continiously pulses from Bloodfiend that causes crops to wither and die underfoot, and people foolish enough to stand too close without taking proper precautions (blessings, etc) to feel weak and sluggish, making them ripe for the picking!

Fork Lightning
: A blast of concentrated lighting shoots from Bloodfiends fingertips, anyone struck by the blast will feel there body shake and jolt under the extreme voltage and may well find that not only did they just experience one of the most painful things imaginable...the static charge still running around there body is highly attractive to angered spirits whom will focus there attention on the victim!

Float: Due to Bloodfiends heavy reliance of magic and weakness in his muscles, he often uses his magic to allow him to float slightly over the ground, allowing him to glide without any effort, this in turn allows him to avoid any earthen based spells, but rather subsceptable to gravity magic.

Counter Magic: When magic is directly aimed at Bloodfiend, he will attempt to counter it with a similar spell of his own, albeit not always successful, the most common counter being a temporary reflect that is known to fail in the overwelming presence of Magick, but more likely to succeed if Arcane is a more dominant force.

Just a Quick note how Bloodfiends Magic abilties work!

In Arcane Areas: His old magics, the magics he learned as a scholar are much stronger, these are the counter magics that he would use to protect himself.

In Magick Areas: His Necromatic Lich magics, the magics granted to him by becoming a Lich and becoming an agent of the Abyss become stronger, but his old powers become weaker as the Necromatic powers reign supreme!

So although he might be able to lay down a powerful assault in one area, he would suffer in defence, but in the other area his magic attacks wont be as potent, but his defence is a force to be reckoned with ^^

[still some editing work to do with this, so more to come]
 
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That's fine Hera <3

Fox, keep him hidden for now. Once the RP starts I'll add in who you're playing.

:Monster: post your bio in here.
 
Heh, its not like the signs are not around, eh? ^^

Also, before the RP starts, I would need my PM answered, as I might need to remake things if they are not satisfactory ^^
No rush, just gimme a day or two before it starts ^^
 
Right. It seems my attempt failed anyway. Here goes. Hopefully it's not ridiculously overpowered or something... I'm a little worried about a bad History, since I may or may not make some mistakes in there, but anyway...

-EDIT-
Done, a brief check revealed that this should be my confirmed character sheet. Unless rejected by the author, that is.


Name:: Zephiris Seraphim

Age:: 17

Race:: Human

Gender:: Female

Class:: Witch

Personality:: Sera's personality usually highlights the reason why she is commonly termed an 'Angel' by most people who encounter her. Demure and kind-hearted, she is rarely seen behaving in anything other than these traits. Being also slow to anger, she seem almost perfect by people who came to know her more as time goes by.

Yet no one is truly perfect. Despite being rich in kindness, and of a subtly attractive personality, she is not the most courageous person there is to approach in danger. Easily frightened by immediate threats, she often turns to her favourite method of saving herself- escape.

First Impression: Most people judge a book by it's cover. Similarly, Sera rubs off people with a generally good impression. After all, her kind smile and polite attitude to whoever she meets for the first time substantiates that.

Physical Description::
26520.jpg

Standing at a height of 6"0, and weighing a healthy 120 pounds, she enjoys keeping a hair long enough to reach slightly below her shoulders. Often seen dressed in clothing consisting of a simple dark crimson jacket, a contrasting navy blue shirt and jeans, she rarely changes out of these code of dress simply out of laziness to find something else.

Though, if she does change, it's a scenario where she comes under peer pressure. (In which, the clothing she changes into will be described. Unlikely scenario, however)

History:: Born in the average family, she was raised normally, and spoiled rotten by her grandparents. In a nutshell, her life up to the age of 10 was smooth going. Yet things happen. The Magickal Holocaust still happened, and with it's passing, came her family's passing- and with it, her status as orphan. Yet she took it in her stride, though she did wallow in grief for some time at the orphanage she was later taken into.

During this time, however, she was rather fortunate to have good friends to surround her with the love she needed- and attention. Gradually, she got over her past and developed the personality she has at present- kind, gentle and reserved. At the same time, she also came into the realization of the fact she was gifted with the ability to cast magic. With her cleverness, and a fair amount of creativity, she was able to produce some spells she can call her own. (Not only that, those includes her own incantations not known to any other individual)

Yet while her spells are sometimes destructive, her cowardice spoils it all, often preventing her from ever using those spells to defeat others when she should- and could. This cowardice being one of the traits she continually developed over the time spent in the orphanage, where enjoyed constant protection by the matron. (Who incidentally was able to use magic. It was this person that provided the inspiration she needed to learn magic. And also develop her own spells when she decided to learn magic on the sly during an incident where the Matron ardently refused to teach her magic.)

Thankfully, her kindness during scenarios without any apparent sign of threat surfaces in her acts of healing with magic. At present, she has just left the Orphanage to wander the world, providing help where needed. (This being also a self-imposed challenge to build up the courage she should encompass)

Weapon/s:: -None- She casts Magic bare-handed.

Magic:: Sera herself being a strong user of Magical arts, she displays semi-impressive control over 3 elements, Fire, Lightning and Light. With Fire and Lightning, she creates her potentially harmful spells. (Albeit often not used.)

- Wrathful Flames
By mentally chanting the activating incantation, Sera unleashes flames from her hands at her adversaries, burning them with flames akin to that in Hell. These flames burns at extreme temperatures that could melt metal, but due to lack of control whilst using this spell (Which also explains it's power), it is the most tiring spell which Sera uses in desperation to escape. Note that it also burns her hands slightly when she throws it at her opponents.

- Lightning Blade
Summoning fierce, cackling lightning that circles around her, she stretches her hands out to converge the lightning into a fixed shape- that of a blade that extends from the arm she stretches out. She can alternatively create two blades with both her arms, but the harmfulness of the lightning blade will subsequently be weaker. These blades act as her measures against enemies that decide to engage her in close-quarters combat. As usual, battles are a last resort that comes after escape fails. Do take note when generated into this form, the blades act like normal blades, in the sense that it does not behave like lightning. Though it deals elemental damage, and can be absorbed, reflected like any other spell- with enough skill. This is one of the least energy consuming spells she has in her arsenal.

- Healing Light
Summoning a beam of light on a living target, she could heal the target, allowing a speedier recovery. However, fatal wounds like decapitation, stabs to the heart, or scenarios where the target have already experienced extensive blood loss would nullify this healing effect. However, wounds other than the above mentioned can be healed at a quick pace. (This depends on the person's regenerative abilities. This spell merely increases that ability to allow quicker recovery)

- Catastrophic Proportions
Sera's strongest spell, created by pure imagination of the Magickal Holocaust, or rather her depiction of it. Summoning numerous lightning that strikes various areas around her, she calls in flames to circle about her. The flames keeps a fair distance from her as it circles, providing the similarity of the bird-eye view of this to that of a hurricane.

Strengths:: Strong Magical abilities. Being able to control Magical energies more efficiently than most Humans helped her survive the onslaught when it happened. Likewise, it also protected her from most battles she came into.

Good inter-relationship abilities. While many may build a wall between themselves and others due to various reasons out of pure self-defence, Sera has the natural ability of slipping past this defence to build a friendship bond between herself and the other party. All this at the same time, knowing how to keep an argument under control, knowing when to give in the stop an argument.

Weaknesses:: Low self-esteem (Especially in battles). While she may be the good friend to people around her, when it comes to combat, she immediately takes to the idea of fleeing instantly. Even in inevitable scenarios where it becomes fight, or die, she still persists in the idea of escaping. (Which can assure her safety if her opponent is stronger, but ironically, most of the enemies she encounter were weaker than her, in actual fact)
 
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Name:: Karielle

Age:: 15

Race:: Human

Gender:: Female

Class:: ---

Personality:: Very secretive, has limited vocabulary, trust and relies on instinct and tactics. Never reveals what she is thinking, never wants to know what is outside this forest. Everything changed on the 'day', her parents in panic, she discovered a whole new world, the disaster. In marvel, but just able to cope. Hunting now, both for survival and for knowledge, she is sad yet dazed.

Physical Description::


History:: She was deserted when she was born. Her parents left her in the woods with just clothes, blanket, and a name card. On that card it said 'Karielle', so that's what she shall be known as. Having been born as a lone wolf, she begins to adapt to her surroundings. For the last 15 years or so, she has been busy hunting and stripping strangers of their belongings. She has also learnt new skills: fighting with beats for survival, magic, agility etc.. She also claims this forest as her territory, as it is full of the traps that she set. Because she doesn't know her parents, she is very independent, very clever and mature.

Weapon/s::


Strengths:: setting traps, tactics, using her knowledge of the land to her advantage, combat, thievery

Weaknesses:: low defense, easily targeted and vulnerable

Additional Information:: ---


I would like to be the servant please! :monster: Please let me know if I have left something out!
 
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Servant is also taken.

I also stated that the Main Characters were invitation by myself only
 
Name: Jack Roben

Age: 23

Race: Human

Gender: Male

Class: Sorcerer (Magic Knight, includes sword enchantment and such)

Personality: Cocky, arrogant and overconfident in his own abilities. The kind of person who prefers to fight alone rather than in a group. When facing an enemy he will often try to insult or provoke them unless he knows them (as a friend) in which case he would rather avoid a fight unless unavoidable. Even if odds are against him he rarely gives up if he has someone or something to fight for, not that he ever considers losing an option. Quite rash in his decisions he can best be described as energetic, difficult to control and harder still to calm down.

Physical Description: http://lh3.ggpht.com/_cBq030vJBIs/SVyyBKUaC7I/AAAAAAAAAWk/QXE-DVT1yWU/s800/Devil May Cry.jpg (minus the gun)

Has a strange mutation on his left hand which is covered by his glove, this is dark red in colour with a faint blue glow which appears at random.

History: During his childhood to adulthood Jack was a member of a family of knights and, as their tradition demanded he was trained to follow suit. His life went by like this though he had a wild attitude to fighting which not even the strictest knight discipline could overrule, his skills and talent were greatly recognised however he was not often trusted to carry out the more important task and more often used to carry out muscle jobs such as fending off attacks and the like. Doing this however he often ended up endangering his allies as he fought alone while they tried to stick together. He is considered the most powerful among them, but due to his inability to work in a team does not command respect past his combat capabilities. As a result, he often tries to continue his studies into the martial arts mostly on a close quarters scale. However on one such day when the world met his doom and all the people he had fought and lived with died all around him he felt a strange sense of worry that he hadn't felt before, until suddenly an intense, hot pain coursed through his left arm until the agony caused him to pass out. When he awoke he felt a strange feeling in his left hand, examining it he was taken aback in shock, aside from the strange colourations it felt almost scaly and was able to hold back the sharp blades of anything he put against it, in an attempt to remove it. Quite worried by it he kept it covered under his glove, trying to figure out how this happened as well as some form of cure for his 'abomination'

Weapon/s: Evil Breaker: A 2 handed longsword used to vanquish evil, it is as long as the user (roughly 6ft) and boasts incredible power in each swing while being almost graceful to weild.


Magick Arm: Not much is known about the arm as of yet, but it is a powerful shield to physical attacks as well as able to cast magical projectiles from the palm (fireballs, ice crystals etc) these can also be used to empower the sword, or charged for stronger spells.


Strengths: Melee fights are his strong point, in particular against swordsmen, as well as an advantage against big or slow enemies.

Weaknesses: Magic users, while his arm and sword can block melee attacks he is almost defenseless against magic (aside from dodging) also Archers can cause him bother if he doesn't kill them quickly or get in close enough to stop them firing arrows.

Additional Information: The magick arm cannot be broken through/damaged by weapons of any kind unless of magick/demon/arcane variety, knock yourselves out but ask first since I've most likely missed some out(enchanting a basic weapon doesn't count) magic however cannot be shielded by the arm. (though specified weapons CAN break through, like knocking back Jack or hitting the arm away it is not possible to cut it or remove it)

That be okay? :monster:

 
Gettin' moar peoplez :awesome:

So, about when can we expect this RP to actually start? You know, so I can plan my schedules D= My life r bizy lately ;__;
 
Finally, a RP with Alumar, Hera Ledro and Vikki. It is like a dream coming true. Now if only "Loveless" were here, she was quite an excellent role player and I will never forget the battle I had against her in one of Contra's RPs (the one that was based on 1984).
 
@Julius: Yeah, I feel the same way, hopefully I will be able to draw out my best with you guys ^^
I cant say I have RP'ed with Loveless, bit Ive heard that she were quite skilled.

@Teddie: Oh? Why do I get an Iras feeling here ^^
Well, Ill tell you why, because we both somewhat based our char on DMC ^^
SO, he is a good guy, eh? *readies torture kit*

@Vikki: I second Julius' question, when will it start? ^^
 
Soon guys. I'm aiming for the weekend if everyone else gets their bios done in time. I've got college >_< but friday I get off at 1, so I should be able to finish mine off then. >_>
 
I need to edit my skills and do my school exams, so that could take a while...
 
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