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Legend of Legaia: What Remains...; Sign-up sheets and General Info
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Topic Started: May 14 2013, 04:00 AM (4,933 Views)
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Zubenel
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May 14 2013, 04:00 AM
Post #1
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In the beginning, God created the skies and the earth and seas. To rule over this world, God created humankind in his own image. Though endowed with God's own spirit, humans were impulsive and physically weaker than the wild beasts of the world. Humanity reached a point where it was on the verge of extinction.
To aid his human children, God gifted them with the mystical Seru. The Seru were creatures with varying appearances who seemed to be made of some jewel like substance. When a human touched a Seru, the Seru and the human merged. The human then gained extraordinary powers, such as extreme strength, magical powers, or even the ability to fly. Humanity broke from its wild origins and founded a civilization where humans and Seru lived in close harmony.
However, one dark day, a mysterious Mist appeared as if from nowhere. When the Mist touched a Seru, the Seru was driven insane and began to attack all within reach. A human wearing a Seru inside of the Mist was transformed into a crazed and bloodthirsty monster. The Mist quickly spread from its origins to cover the entire planet. Human civilization collapsed almost instantly, and only a few isolated pockets of humanity survived the Mist, the rest trapped between life and death in an eternal nightmare.
Plot
In a world dwelling in such nightmarish circumstances, the source of the mist catastrophe is unknown, only that it came down like a cascade from the northern-most continent to infect the entire world, seemingly over days. There was little warning as city after city fell under it's power, those able to protect themselves few and far between. Frozen in ice, or held aloft by might towers, the last vestiges of the human race that remain free are struggling to make due, unable to fight off the threat from the mist around them.
But there are those who have been chosen, whether by thrift or fate to challenge this world. The last gift of Tieg to his children being beings known as Ra-Seru, and the mystical Genesis trees. If one were to wield a Ra-Seru they would be impervious to the effects of mist induced madness, able to travel through without fear of succumbing. However most people are now afraid of Seru and would be wary of such individuals, or perhaps be so indifferent to their plight they no longer care.
These sentient caretakers and their hosts are the last line of defense in waking up the world from it's nightmare. Gathered from all over the four continents they have been drawn to the fortress town of Rim Elm for reasons unknown to them, but perhaps their parasitic companions know...
It's been fifteen years since the mists came. It's time to start waking up the world again...
Rules
1. This is my first time as a GM in a long time so bare with my inadequacies there. I do hope to give equal time to players and tailor plots that make things more memorable for everyone. This story is about every one of the survivors that chooses to follow the path of a reluctant or more willing hero for the world of Legaia.
2. There are elements, but there are not yet limits on Ra-Seru... I'd like to fill the main list but if you want wind and someone else has wind? That isn't impossible. There is no monopoly on wind powers. Just that maybe there could be some variation between the two to help differentiate. Ie. Water could be floods yet also ice.
3. Character limit would be two for now unless you'd like to play someone villainous as well. There is plenty of room for villainy, please discuss with me if you're interested in thwarting, being generally annoying and or badass.
4. The world is divided into four continents, I will make up a map and not everyone has to start off in so called 'beginner' areas, though I can certainly help if you'd like to be from somewhere further out in the journey we'll take.
5. There will be fighting! And there will be decisions to make in regards to whether or not you will kill, or try to preserve an enemy. The outcomes may affect you later in the course of the rp...
6. Though there is the possibility of playing a demi-human/beast type if you truly desire to, I would like reasoning behind that if it's your choice as it's easier to deal with humans for now.
7. Don't be a stranger, if you have an idea, I'd love to hear it!
The World of Legaia
The world of Legaia is divided into four continents or Kingdoms. Where you decide your character to be from will determine a bit of their outlook, views on technology and history as certain areas fell first to the mists before they traveled further south.
For now these are the locations your characters can be from, unless you would prefer playing someone who escaped one of the fallen cities, which can be arranged.

KINGDOMS OF LEGAIA: DRAKE Drake Kingdom is the least populated and least technologically advanced continent of Legaia, however the continent is filled with abundant resources ideal for hunting and harvesting. Many mountains, forests and rivers are located in Drake Kingdom.
In the southeast along the coastline, lies the Village of Rim Elm, which is protected by a large wall. Biron Monastery is wedged in a pass in the east of the Kingdom. About halfway between Rim Elm and Drake Castle lies the Hunter's Spring. To the north of Drake Castle down is Mount Rikuroa, the caves inside protected naturally from the influence of mist.
It also houses one of the largest forests in all of the world, the Voz which is divided into both an eastern and western section. Despite being infiltrated by the mists they haven't reached a thickness level to truly mutate the wild Seru within and they can be managed easily by the monks of the Biron order to their south.
However, there is an impassible gap along the mountain range between the monastery and Drake Castle Town, where it is too thick to pass through the amount of mist present. What could be causing this..?
Rim Elm: This was one of the few villages safe from the Mist. The large wall around the city kept out the Mist and prevented Seru attacks. Hunters were sent outside the city to obtain food for the villagers, but the hunting trips became increasingly more dangerous due to the encroaching Mist, causing the age of hunters to drop to only 14 years old.
Biron Monastery: "The Holy House of Great Biron" is the head Monastery of the Biron religion. It is home to the Biron Warrior Monks. These monks study the secret martial arts of Biron and have a strict policy against the wearing of Seru. Originally Biron Monastery did not allow women on its grounds, but the presence of the Mist changed that rule as they allowed women to stay there for shelter while they were put in charge of tasks such as cooking and cleaning.
Only Safe Havens: Rim Elm, Biron Monastery, Mount Rikuroa
Possible Character types: Knights, Monks, Hunters, Fishers, Stranded Travelers
KINGDOMS OF LEGAIA: SEBUCUS ISLANDS The Sebucus Islands are completely disconnected by land from Karisto Kingdom (but can be reached by underground caves to Drake). However, the Flying Trains of Octam use a special Seru to pull a gondola of passengers to the other continent. Large constructions that hold two sets of railings provide the grips that enable the Seru to cross the ocean.
The Sebucus Islands are an archipelago consisting of 99 islands, 33 hot springs and 11 volcanoes situated to the north of Drake Kingdom. In the south of Sebucus, the city of Jeremi is nestled in a mountain. On the top of Jeremi's tall tower lies a Garden with a Genesis Tree. North of Jeremi, near the middle of the Islands, lies the town of Vidna. To the northeast of Vidna, at the near center of the Islands lays the capital of Sebucus, the 1,000 year-old city of Octam. Northwest of Octam is the city of Ratayu, home to Lord Saryu the ruler of the Sebucus Islands.
Vidna: A town located in the southern-middle section of the Sebucus Islands that is popular for its hot springs. The town is protected by multiple windmills that prevent the Mist from entering. It was once a very popular tourist destination due to its hot springs and coastal scenery. When the town was built, giant fans were built around the town in order to bring down the heat generated by the hot springs. Magma underneath the Sebucus Islands heated the hot springs as well as provided the town with its source of energy, powering up the giant fans surrounding the town. The blades from the giant fans generated large winds that pushed the Mist away and prevented the town from being overrun. Due to this protection, the townspeople of Vidna pay little mind to the Mist outside.
Underground Octam: This is the most ancient city of the Sebucus Islands as well as the region's capital. It was a frequent location of pilgrimage for travelers to the Rem Shrine located below the city's main building. The Rem Shrine was a place to worship God (Rem) and was the place in which the prophet Hari slept. Hari was said to be a reincarnation of Rem himself and was said to inhabit a dream world during his long hibernation. Hari's awakenings were met with great joy as he would prophesize the words of Rem and could tell of the past, present and the future. Many nuns and priestesses tended to the Rem Shrine, where they watched over Hari as well as preached the words of Rem. Not only an important religious center, Octam provides the only way for travelers to reach Karisto Kingdom with its Flying Seru Trains located at the top of Octam's main building. Currently the entire population of the city lives underground in a cave plagued by earthquakes and seismic shocks, praying for deliverance. The way in is hidden but not the way out...
Ratayu: It is known as the City of Checkpoints due to it being a focal point for travelers. It is the largest city in the Sebucus Islands and base of operations for the ruler of Sebucus, Lord Saryu. Ratayu was famous throughout the three continents of Legaia due to many characteristics. Ratayu served as a common destination for travelers as the city provided the only way to get to certain geographical locations. Ratayu was also known by higher-ups in other nations for its remarkable technology to create giant Seru; this referred more specifically to the legend of Juggernaut. However, Juggernaut was considered a mere fairy tale by the populace and only Conkram seemed to give it any serious thought. The citizens of Ratayu are unhappy because Lord Saryu has installed ridiculous taxes on them and rules with an iron fist, using mind-controlled guards to carry out his orders. Even worse, Ratayu has been sacrificing many of the city's young women for his Seru Bride program.
Nobody knows what exactly the Seru Bride program is, but they know that the women who are summoned by Saryu never come back...
Only Safe Havens: Vidna, Underground Octam, Ratayu (martial law)
Possible Character types: Priest, Seru Engineer, Engineer, Trader, Researcher, Guard, Noble, Thief, Looter, Historian
KINGDOMS OF LEGAIA: KARISTO This is the most populous continent of Legaia and the cradle of civilization - the birthplace of all Seru. Although called Karisto Kingdom the continent holds two rival nations - Sol and Conkram, however Conkram is not accessible outside of extreme measures due to being completely walled in by mountains at this current time.
Karisto Kingdom holds the most ancient history of all the continents and is also the most technologically advanced and populated. It is connected with the rest of Legaia by the flying trains of Octam, which travel across the sea toward Karisto Station in the southwest of the continent.
The largest city in all of Legaia, Sol, is known as the entertainment capital of the world due to its many facilities, diners, cafes, fighting arenas, amusement parks, and observatory. It is a single tower built by Seru which is so great in height that the Mist only reaches midway up the tower.
Tucked into East Karisto Ravine, the town of Buma is famous for its Genesis Trees and its lively streets that float on top of a body of water. The beauty of the three cliffside Genesis Trees paints a picture of awe-inspiring majesty. Houses lining the river have also helped make Buma famous the world over for its quaint appeal. North of Buma is the world-famous Nivora Ravine, a considerably chilly area because the ravine naturally accumulates cold air. A large limestone cave leads into the ravine, which was famous for its beauty. For some reason the chill has been amplified so much that the surrounding area, including Buma is now frozen.
Located in northwest Karisto lies the ancient ruins of Uru Mais. It is unknown how or why Uru Mais was built, but the ruins are under the jurisdiction of Sol due to the new Seru that occasionally appear out of thin air within the area. Seru Trappers are regularly sent from Sol to obtain the new Seru for research and practical use.
Sol Tower: This is the largest and most technologically advanced city in Legend of Legaia. It is located in the kingdom of Karisto and is operated by a monarchy like the other cities of the three continents. There was a war between Sol and Conkram that lasted for many years. However, as time went by Sol was slowly but surely gaining ground against Conkram. It is thought that the great General Zuvai was a large reason for this turn in the battle. But the biggest reason for Sol's fortunes in battle were because of the new Seru appearing out of Uru Mais, which was under Sol's control. However, appearing from out of nowhere the Mist consumed Sol Tower and countless civilians were turned into Seru monsters or killed. The civilians who escaped the Mist, by retreating to the upper floors of Sol Tower where the Mist could not reach, lived in endless delusional paradise.
Usha's Research Center The center lies northwest of Sol Tower. It is the base of operations for the brilliant scientist, Dr. Usha. The Research Center was built very quickly by Dr. Usha and a team of assistants once the good doctor discovered that the Mist from beyond the Northern Karisto mountains was making its way toward the southern parts at an alarming rate. Throughout the years of being enveloped by the Mist, Dr. Usha and his assistants have been trying to study the properties of the Mist, but have made little progress.
Only Safe havens: Sol Tower, Usha's Research Center
Possible Character types: Soldier, Entertainer, Mercenary, Seru hunter, Researcher, Doctor, Any Fine Craftsman
KINGDOMS OF LEGAIA: CONKRAM Conkram, though the source of the mist for all purposes, has been lost. No one is sure what even remains of the kingdom that dabbled too much in attempts to play god, to make super soldiers from Seru and humans...
Conkram was a city of great wealth and royal prestige, but an unfortunate incident in changed the fate of Legaia and brought the Mist into the world. The thick Mist from the Absolute Fortress to the north managed to lay waste to the city for all the rest of the world knows, but no one has been able to venture that close into the heart of the mist to learn the truth.
To the northwest lies the sacred Mt. Dhini, where the Soren, a tribe of humans wearing flying Seru, obtain their Seru Wings and practice their other sacred rituals. The entrance to the mountain is blocked by a massive wall and large magical stones known as Birdman Gate, which will only open to those who show the mark of a Soren. As such, visitors are prohibited.
Soren Camp: High above the mist in the mountains outside Conkram lie the Soren tribe, having been saved from exposure to the mists by following the traditions of their forefathers for centuries. When a Soren is old enough a newly born winged Seru is given in a ritual as the rise of Mount Dhini, where the mist cannot reach. The details are unknown to outsiders, along with much of the ways of this particular tribe who have washed their hands of dealing with surface dwellers. Though perhaps dwindling numbers will eventually coax an uneasy truce eventually...
Only Safe Havens: Soren Camp
Possible Character types: Soren renegade, Soren hunter, tracker
Your allies, enemies and all things utilitarian.
THE WORLD OF LEGAIA: SERU Seru were initially benevolent creatures designed by God to exist symbiotically with humans, and help them to survive. However, when the Mist appeared they began to lose their faculties and attack humans.
When worn by a human, a Seru will grant the wearer great powers. Depending on the type of Seru equipped, these powers can include greatly enhanced strength, control over the elements, and even the ability to fly. With the strength of Seru, humans were able to build civilization and thrive on the bounty of their combined efforts.
When a Seru comes into contact with the Mist, it acts aggressively and will attack any humans in its vicinity. Furthermore, any Seru which comes into contact while already bound to a human will be able to take control of their host, effectively turning the human into a mindless monster. As long as the Mist pervades the air around them, the Seru and human cannot be separated without killing them both.
All Seru possess an elemental affinity. Light, Dark, Water, Fire, Earth, Wind, Thunder, Void, Evil and Ice.
Ra-Seru are Seru which have chosen to align themselves with the humans against the Mist and its agents. They possess the ability to absorb power from the Genesis Trees to grow stronger, as well absorbing other Seru.
Each character eventually partners himself or herself with a Ra-Seru, who lends its strength and wisdom to the human. Once bound, a Ra-Seru strengthens its partner in combat, growing as they absorb more power, adding armor. The form they take on their host depends primarily on what attribute they take and what form of weaponry is inherent in their 'true' state. Something that can fight beside the host once the Ra-Seru has gained enough strength.
Sim-Seru These are Seru that have been artificially created by humans. Sim-Seru come in a variety of forms - some are small enough to wear on parts of the body and others are larger than mountains. Sim-Seru are typically dark in color and glossy in texture. Due to the methods of their creation, the Sim-Seru are born with an inherently evil consciousness. Unlike Ra-Seru, Sim-Seru have no qualms about corrupting the minds of their wearers - though the degree to which they are able to take over their host seems to depend on a number of factors. They live to serve the Mist and despise the Ra-Seru and all other forms of life with a passion.
Sim-Seru are created in a variety of ways, though most methods involve exposure to Mist. One method of creating a Sim-Seru is by infusing Mist into a Ra-Seru egg. Seru eggs can only be created by nature, and are impossible for humans to manufacture. However, if an unborn Seru embryo is infused with the Mist, it becomes a far more powerful, yet evil, version of a stadard Seru that is impervious to the effects of the Mist.
THE WORLD OF LEGAIA: MIST Most people don't know the origin of the Mist. Where did it come from? Who in their right mind would create it, if man created it at all? The Mist has the strange power to drive Seru and humans wearing Seru into mindless, bloodthirsty creatures with the single intent of killing or turning those that aren't Seru monstrosities into such. The Mist affects most Seru, save a select few called the Ra-Seru.
Mist itself is not harmful to mankind; any normal humans caught in the Mist are able to live without any real complications. The true danger of the Mist lies in what it does to Seru, which humans heavily depended on. Seru go berserk in the presence of the Mist, and tend to control the human host's actions. Seru in the mist that are not occupying a human tend to attack them.
Humans possessed by Seru in the mist become one, so if a Seru and a human are forcefully removed, the human dies. It is noted that the bodies of humans when possessed by Seru do not age, meaning they can live eternally, as well as not requiring sustenance of any kind, although the reasoning for this is unknown. The only true way to safely separate a Seru and a human in the Mist is to remove the Mist from the immediate area.
Mist is moved by common wind. The town Vidna uses large, powerful windmills surrounding the town to repel the Mist. It's also notable that Mist is heavier than regular air, meaning that at a high enough elevation, humans are safe from the Mist. This is why, when entering Sol Tower only the lower areas are affected by the presence of Mist while the upper levels are not.
THE WORLD OF LEGAIA: GENESIS TREES Genesis Trees were placed on Legaia, with each housing a Ra-Seru or a Ra-Seru Egg in order to save humanity in time of need. The Genesis Trees all withered with age as time passed but look to be revived again by heroes with compassion for the suffering world.
Genesis Trees are located in the following Locations
1.Rim Elm (x2) - Center of Town 2.Mt. Rikuroa - Mountain Summit 3.West Voz Forest - Deep in the Forest 4.East Voz Forest - Deep in the Forest 5.Jeremi (x2) - Top of the Tower in Jeremi 6.Mt. Letona - Top of the Mountain 7.Octam - In the Heart of the Ruins 8.Sol Tower (x2) - Deep under the tower in the Warrior's Square, Biron Monastery 9.Uru Mais - Outskirts of the Ruins 10.Buma (x3) - In the Center of town 11.Conkram - Inside the Palace Gardens, Underground Research Center Specimen
How your character acquired their Ra-Seru
For purposes of this RP, your options are the following:
1. Acquisition of an Egg, whether obtained as an artifact (not knowing what it is), a family heirloom or having stolen it. 2. Being called to a Genesis tree by the Ra-Seru in question, having it learn your heart and mind and seeking an allegiance. 3. Somehow freeing one from a less savory source.
The Roster Rahu Valefor + Tyrann (Dark) - Xion Asuka Sakura Kobayashi + Hoshi (Wind) - KunojiLym Zuvai Gaza + Rasein (Light) - Zubenel Atalanta Rurach + Kiche (Lightning) - Shinyness Arawn Etora Sol + Shir (Void) - Kayurin Artyom Tchaikovsky + Prospero (Earth) - truniht Airis Xotich + Nix (Ice) - HushedEi Isan Royal + Natilia (Water) - Red November
NPC Roster Walli Cravat + Varo (Light/Non-combat) - Zubenel Ecli + Soun (Water/Non-combat) - Zubenel Shukra Leraje + Ignith (Fire) - Xion Asuka
Villain Roster ? + Jedo (Dark) Fai-Ran Dohati+ Crux (Light Sim-Seru) ? + Talon (Wind Sim-Seru) ? + Fathom (Water Sim-Seru) ? + Twin (Dark Sim-Seru) ? + Rogue (Evil Sim-Seru)
Henchman Roster Xain (Evil Sim-Seru) Ketu Valefor + Moro (Fire Sim-Seru) Vajr Valefor + Volar (Lightning Sim-Seru) Shail Valefor + Crens (Earth Sim-Seru)
General Npcs June Theed Garen Rurach Rylin Rurach Marlin Rawd Kelvin Rith
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[b]Name:[/b] (self-explanatory) [b]Age:[/b] (The Mist has been around for -15- years) [b]Gender:[/b] (Should be easy enough to check) [b]Race:[/b] (Human for now...) [b]Appearance:[/b] (How we look, of course! Pictures welcome, I may draw you) [b]Personality:[/b] (How you are at the start, mostly. Keep in mind this isn't static, and may very well be changed by the game.) [b]Miscellaneous:[/b] (if your character has any possessions you may list them here.) [b]Weapon:[/b] (What does your character normally fight with?) [b]Fighting style:[/b] (Disciplined militant? Street brawler? Martial arts or even more of a magic user?) [b]Place of origin:[/b]
[b]Ra-Seru:[/b] (Your friend in the post apocalyptic age.) [b]Personality:[/b] (Maternal? Egotistical? Do they plan carefully or simply want to rush? Most Ra-Seru have a bit of logic in their... equivalent of heads.) [b]Equip Form:[/b] (Most start as a form of gauntlet, their baby legs curling around wrists and arms. But you can have them on other parts of the body as well. Ie. A Choker that ends up splitting into a pair of wings down your back.) [b]Element:[/b] (The elemental attribute of your Ra-Seru) [b]Seru:[/b] (For now leave this blank, but it will contain whatever Seru you happen to absorb)
UPDATE: Arc 1 Information
Rim Elm NPCs June Theed- The village tanner's daughter who has grown up with Arawn, Weyden and Atalanta. Physically frail she could never go on hunts herself but she spends her time making the hunting gear for the others, with the artistic finishes that come from her heart. She's fond of listening to the old tales of how the world used to be before, listening to Kelvin Rith's stories of his travels are a highpoint in her week.
Chief Garen Rurach - The current leader of the village and a former hunter himself, he had to put his bow away after an ambush that left him without the use of his right arm. His wife currently runs the medicine shop and they have only one child, Atalanta.
Rylin Rurach - The current apothecary/medicine woman of the village. A kindly sort that can be too serious for her own good and often drives away conversation that way. She takes her responsibility to the care of the hunters as her utmost priority.
Kelvin Rith - A refugee swordsman from Drake Castle Town, having come to the village 14 years prior with his two apprentices Marlon, and Arawn. Having arrived as only a teen himself he had to learn fast how to survive and protect the village, along with his young charges. He's a very dependable man, with a charming smile. More patient than most, he's never one to raise his voice in anger or strike out at any man, though he has been known to simply walk away, shaking his head. He has trained all of his students, even those of the village in tracking techniques.
Marlon Rawd - an arrogant, spoiled man who thinks he clearly can fend for himself, but would rather do it with an audience. He trains with Arawn and has always resented the more quiet man and the praise he receives for his diligence by trying to beat him up when Kelvin isn't looking.
Ixion Damas - a ten year old boy and the son of the village carpenter. He isn't allowed to go hunting yet so he instead acts as a lookout from the highest point of Rim Elm's walls. Generally energetic, he enjoys any attention he gets from the older boys, aspiring to someday be just like Arawn and Marlon. Atalanta is another story, and he isn't going to mention his dreams of someday marrying the chieftess in the open... Despite the fact he's been known to rant to June about it.
General NPCs Walvern "Walli" Cravat - A small time jeweler from Jeremi who met Airis as a child. He isn't very brave but he has yet to actually run away from a fight. Cowering perhaps is a sign of minimal bravery? He's generally innocuous but tends to get extremely flighty around new people. There's a very odd air to him though when he goes off on his own, scouting for potential dangers...
Edited by Scruffy, Jun 18 2016, 08:25 PM.
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Xion Asuka
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May 14 2013, 04:04 AM
Post #2
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Wanna be a pest? Then die like the rest.
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Post claim!
Edit:
Name: Rahu Valefor Age: 19 Gender: Male Race: Human? Appearance: Rahu stands at a height of 5'4, with a disheveled mane of pitch black hair with red eyes. His form is rather skinny, appearing as if he hasn't eaten for some time, yet his behavior and energy suggest otherwise. His wardrobe is near non-existant, consisting of whatever discarded clothes he could find, tattered or otherwise, His appearance could very well be described as tribal, however his knowledge of civilization and other aspects reveal he knows more than he's willing to let on... Personality: Highly foul-tempered and very unfriendly. Social etiquette and mannerisms do not mean anything to him, and he isn't afraid to violate the personal space of another for little reason than simple curiosity... If he even cares to attempt it. His behavior is highly combative and will thoroughly enjoy any conflict he can come into, especially ones he can walk away the victor from. He seems to lack care for those in trouble, simply casting them off as weak for not being able to help themselves, but nevertheless can be motivated to help by another if it suits his current mood. It's impossible to tell whether he knows how to act in any other way and refuses to, or genuinely has no idea how to. Upon his awakening, all he could truly remember was an intense hatred for things around him, especially the sights he was forced to see. If one didn't know any better, it could be said he lives to watch the world suffer. Quite the opposite, however, he just prefers to watch certain things suffer... Everything else is just dead waiting to happen, for all he cares.
Miscellanous:
Weapon: A Rusted Scythe stolen from where he came from. Wields with his right hand. Fighting style: Personally-titled 'Ravenous Demon' combat style. He delivers wide-reaching strikes that give enemies little room to attempt evading through, making use of both his weapon and his fist. His abnormally high physical strength allow him to strike with his weapon frighteningly quickly. However, he rarely thinks his moves through, only dealing with the results once his current attack is finished. Arts:
Rahu's Arts Normal Arts-
- Quick Buster - A forward charge and punch with his armored hand (Starts)
- Sky Hook - A jumping vertical slam with the scythe (Starts)
- X-Round - Delivers a rising strike aimed to the right, followed by a falling strike arriving from the left of a foe (Gained at end of arc 1.2)
- Bisection Line - A single, horizontal cleave through a foe's midsection
- Headhunter - A feinted attack that goes into a strike at a foe's neck from behind
- Falling Shadow - A rising uppercut from the clawed hand, followed by grabbing the foe and slamming them down
- Skull Breaker - An attack that siezes the foe and drives them into the ground head-first
- Over Arc - A two-hop start into a heavy diagonal slam with the scythe
- Devil Arm - A pair of clawed swipes, followed by a punch
- Tri-Ripper - Two rising slashes with the scythe, followed by a horizontal sweep
- Dead End - A heavy upward strike that tosses a foe upward, before backhanding them across the ground with the armored arm as they fall down
Super Arts
- Sonic Buster - Rahu channels energy into his clawed gauntlet, before accelerating forward to smash a foe, blasting them away (gained at end of arc 1.2)
- Sin Cross - Begins as X-Round, then follows with a rising vertical slash ending into a descending horizontal strike
- Rending Field - Cleaves a wide area with Bisection line, before striking the ensuing trail of energy left behind to deliver numerous additional slashes along the trail
- Descending Darkness - Begins as Falling Shadow, before knee-driving the foe upward into an energy-charged claw, followed by slamming them down with a burst of negative energy
- Blood Arc - Hops once to slash from one angle, then again from another, before charging the scythe with dark energy for a two-hop overhead heavy slash that strikes multiple times.
Hyper Arts
- Army of Shadows - Focusing energies on himself, Rahu splits into four to converge on, and strike, a foe from four different angles.
- God Crusher - Siezing an enemy with the claw arm, he slams them down and causes a series of 5 energized scythe nails to erupt around him to debilitate a captured enemy with negative energies.
- Nightmare Raid - Rahu pulls his scythe back, absorbing what seems like crimson souls into the scythe, before cleaving through a foe. Following this, the absorbed souls all erupt from within the enemy
Miracle Art
- Genocide Scissor - For this attack, Rahu calls upon Tyrann's full form, before the pair viciously hack away at a foe. Following an uppercut from Rahu, Tyrann melds into the ground, before the foe falls toward a pool of shadows, from whence Tyrann's frontal claws emerge to impale and hold the foe. Drawing the scythe in a full circle around him, he winds up and wrenches the blade upward as Tyrann withdraws his claws, sending a destructive slash wave of negative energy through the foe.
Place of origin: Conkram
Ra-Seru: Tyrann Personality: Tyrann comes off as stern and manipulative for his own ends. Though he can work with the other Ra-Seru for their mission, he has his own personal one. His past is more or less hidden from others, though he has volunteered this info with Rahu in order to further gain his trust. As it stands, they remain in something of a 'scratch my back and i'll scratch yours' relationship where they both use one another's power for their own benefit. On a deeper level, however, it is considered less 'using' and more 'relying on', as they cannot find anyone else to do what they must... Or rather, refuse to. Equip Form: Clawed Glove, equipped over his left hand. Possessing an insect motif, five of the eight 'legs' cover his fingers while the remaining three bind to his wrist. It's overall appearance looks chitinous, furthering its bug-like appearance. It seems benign now, but due to high synchronization with its user, the potential for further coverage is quite possible, and its finalized appearance is nowhere near set in stone. Element: Dark Seru:
- [Name] ([Skills that would fit the element of your Ra-Seru, ie, Wind or Sonic attacks for a Wind attribute.])
NPC List:
Name: Shukra Age: 22 Gender: Male Race: Human Appearance: Personality: An unusually affable fellow, Shukra is one who is near-impossible to make worry or angry. Often calm, composed, and relaxed, one can joke that his very life can be at stake, and he'll still smile and joke as if nothing were wrong. No one can really explain why he acts this way, and though it is a little unsettling, he has given no one who knows him any reason to doubt him. He does, however, have a bit of a kleptomanic and pyromanic streak within him, though as he considers the latter one more dangerous, he keeps tighter reins on it. Miscellanous: He carries an ornate lighter with him as a personal possession. Anything else is likely to have been stolen. Weapon: Unarmed Fighting style: Altered version of Biron Warrior Monk training. Put simply, he 'felt it would be more fun' if he used only his legs to fight with rather than both or just his fists. Thus far, he has yet to feel any disappointment in his choice. He only pretends to treat combat as a joke, however; Belittle him at your own peril. Place of origin:
Ra-Seru: Ignith Personality: Contrasting the presence of fiery tendencies, Ignith is actually rather composed and rational. It's even more contrasting when one realizes his control over fire goes as far as making localized explosions. He is not a fan of wanton destruction, but 'tactical destruction' instead. Destroy only what needs to be destroyed, avoid everything else. That isn't to say he doesn't enjoy what he does, he merely just likes to test how much control over his own power he has. Equip Form: Element: Fire (Explosive) Seru: (For now leave this blank, but it will contain whatever Seru you happen to absorb)
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KunojiLym
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May 14 2013, 10:28 AM
Post #3
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Name: Sakura Kobayashi Age: 16 Gender: Female Race: Human Appearance: (How we look, of course! Pictures welcome, I may draw you) Personality: Cold and distant, actively avoids people, and is focused solely on one goal: saving her sister. Detests idiocy in all forms. Miscellanous: An amulet that contains a picture of her and her sister when they were children. Weapon: Extensible Naginata Fighting style: Kobayashi School of Kenjutsu - Water Style
Ra-Seru: Hoshi Personality: Curious and inquisitive Weapon Form: (Most start as a form of gauntlet, their baby legs curling around wrists and arms. But you can have them on other parts of the body as well. Ie. A Choker that ends up splitting into a pair of wings down your back.) Element: Wind Seru: (For now leave this blank, but it will contain whatever Seru you happen to absorb)
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Kayurin
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May 14 2013, 09:12 PM
Post #4
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Sword Master and Wizard Extraordinaire
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Name: Arawn Etora Sol the 4th / Alin Dunglaw Age: 23 Gender: Male Race: Human? Appearance: 190 cm tall and weighting only 70 kg, Arawn has a slender and delicate looking frame with pale skin that well match his faerie like visage, low and melodic voice and some of the unnatural traits like the neck lenght metallic silver hair and eyes' iris. On the back of his right hand he sports a black sapphire like jewel, Shir in his dormant form, surrounded by a tattoo made with pigments with the same glossy shade as the gem of the Sol Royal House's crest. Normally he wears pratical black clothes that combine elegant simplicity and being fit for battle, with long scarves or capes to hide his figure under. Almost always keeping gloves on or bandages to cover his gemstone and especially the royal crest tattoo. Sometimes, while traveling around Sol territory or when amongst strangers, he adds a silvery mask that covers all of his face to his attire saying he wears it to cover an horrible scar that would greatly hinder the reception of his performances from the public. Personality: That's a bit complex, even without taking in account that due to their sharing a common body sometimes is hard to tell where Arawn one ends and Shir's one starts. Arawn himself is a rather quiet and gentle young man with many interest for things like arts, music and mystic lore. While not actually shy he's sort of socially reserved, not really avoiding people but trying to be on the stage as a person the bare minimum required. The fighter is an even more hidden side of his personality that he usually keeps hidden, something that was born by the need of avoiding conflicts with another apprentice that learned under the same swordmaster as him but when it surfaces he'll reveal an ardent fighting spirit with no problem in showing his pride for being teached an ancient and honored combat style. Having been raised in a small village he has learned from his teacher that all persons in the world have their place to fit in society, he learned to never look down on the poors and weaks and sometimes he will even step up to protect them, probably less often than how much his master wanted when it comes to stranger, but he'll never turn his back to friends and people close to him, yet he dislikes greater forms of responsabilities and will gladly stay in the shadows letting others dealing with these as long they'll be able to do so but in case of need he'll usually step up for the task.. Mostly due to Shir presence he sometimes shows a careful planner mindset preferring a good strategy to charging head on. At the same time, the artist side of him could turn Arawn into a pretty passionate person when certain feelings are involved. Deep, DEEP, in his heart he feels slightly guilty and sad for not doing much from preventing his his parents and relatives being left to believe him meeting an unpleasant demise but on that note he has no problem in denying about being selfish and wanting to enjoy these simple days as long as he can before not having any more space left to run away from his destiny. Miscellanous: Solais, the Sol family heirloom sword. A lute made of Dragonwood, a gift from his Drake Kingdom relative and a pendant with a blue sapphire that he stole from his mother. A Ghostmask from Sol, a plain silvery mask that covers his whole face without any physical trait on it, though its able to change the color of the mirrorlike surface and display various motives and markings. Weapon: Solais, an ancient weapon passed from father to son through the Sol family. As the name implies the weapon as a sun theme, with a sky-like azure blade engraved with golden arabesques that turn into the rays coming from the stylized sun present on the hilt. Fighting style: Drake Annihilation Techniques. An ancient form of Martial Arts originary of Drake that combines the use of weapons with attacks delivered with the bare limbs. A style that focus on speed to deliver acrobatic and powerful blows and avoid counters from opponents and the feral wildlife that populate Drake Kingdom.Some of the practioner are known to be able to call upon unexpected reserves of energies and willpower after perfoming a specific "Chant of Power". Arawn himself is direct but not stupid when fighting, using his superior mobility skill to get an advantage over the enemy but preferring direct confrontation rather than less honorable approaches. He has no issues to retreat and rethink strategy when confronting a stronger opponent, sometimes just slowing down them to let his associates escape, but he's totally against strategies like having others weaken the opponent first so that he can finish them.
Arawn himself was trained in the stances that use single or twin swords, but there are multiple branches of the same style that focus on many other different weapons or bare handed combat.
Place of origin: Sol Kingdom.
Ra-Seru: Shir Personality: Silent and pretty much dormant, Shir acts more as part of Arawn personality rather than an indipendent being. It is from Shir that the rational side of the young man originated. Never imposing himself his only concern is the safety of their shared body but even so he will rarely force his opinion more than giving advices and reminding Arawn about what's happening to their body, just in case. At the same time is hard to realize when Shir ends and Arawn starts and that would explain why even if the Ra-Seru seems more mature about responsabilities, often he gives up way too easily when Arawn decides to run away from such things. Weapon Form: An elegant gauntlet made of a glossy metal way too similar to the gem on Arawn's hand with a a sort of draconic motif and that covers his right arm up to the elbow. Even to a close inspection Shir doesn't show any limb or appendage, something this that together with the fact that the Ra-Seru could turn back into a dormant form reverting into being nothing more than a gem on the young man's hand make the creature kinda different from the rest of his kin. Also in weapon from, the gem changes colors and shape turning from a black sapphire into a deep blue draconic eye. The Sol Family crest appears as silver decoration around the eye even in such a form. Element: Void/Null Seru: (For now leave this blank, but it will contain whatever Seru you happen to absorb)
Edited by Kayurin, Feb 16 2014, 03:32 PM.
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Zubenel
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May 14 2013, 11:09 PM
Post #5
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Name: Zuvai Gaza Age: 41 Gender: Female Race: Human Appearance: Pale, almost teal tinged hair and cobalt blue eyes. Her body has an athletic build, muscular and scarred from warfare. She tends to wear a uniform, owning several from her time as a military leader for her people. An empty pendant rests on her neck where the stone that later was revealed to be Rasein's egg was kept, and handed down. Her overall appearance is that of power, but a bit unkempt, her hair lacking most likely cut by her own hands only when it gets to be in the way. Personality: A bit obsessive about efficiency and order, Zuvai was a great leader in her time. She takes pride in her battle prowess, showing an indefatigable confidence in her ability to survive. She takes great care of her armor and weaponry, and always has a strategy ready for any occasion. Over time this clinging to decorum has declined, leaving her more impulsive, less caring about the outcome of her actions as long as something or someone is punished that seems deserving in her mind.
However since the mists came and decimated her troops, leaving most either in a nightmare state in the lower levels of Sol Tower, or the others living blissfully in ignorance above as they try to forget, she has found herself lacking purpose. Lonely but not one to admit it, she tries to distract herself by perfecting her skills against the Seru monsters on the below floors as well as those outside the tower itself. So many hours have been spent this way, lurking in the lower depths that even some of the citizens up top wonder if she herself has become one of the monsters she hunts. Miscellaneous: An extremely large crystalline Astral sword she received from her uncle. Two handed, it's nearly a third taller than her full height. Weapon: Giant Zanbato style sword Fighting style: Defensive, slow but cunning. Gaza Style swordplay. Place of origin: Sol Tower, Karisto
Ra-Seru: Rasein Personality: Very Maternal and wary, Rasein was passed down as a guardian talisman through Zuvai's family for generations. Content to offer her healing powers from afar, to protect and nurture, it wasn't until the mists came that Rasein 'hatched' or finally revealed herself to her host. At first very protective of the woman she had been with since she was a little girl, Rasein eventually gave up trying to convince her to follow more sane courses of action and to bring herself back to the upper levels of the tower. Instead she now acts more of a shepherd's role, whether or not her host is fully accepting of this. Weapon Form: A Gauntlet on her right arm that has almost feather like flourishes and a pure white stone inlaid. Element: Light (Damaging) Seru: (For now leave this blank, but it will contain whatever Seru you happen to absorb)
NPC:
Name: Ecli Age: 16 Gender: Female Race: Demi-human Appearance: A rather small, unassuming woman with features fitting the more beast-like nature of a Demi-human. Longer ears, a thick tail and sharper teeth within her maw. Her eyes are a warm shade of amber and she tends to look expectantly at the world around her, as if waiting for an answer. Normally she wears a simple sundress and hat, more suitable for the climate of Vidna. Personality: Curious, and intelligent, a characteristic not often possessed by those of her kind, Ecli is a bit of an anomaly due to meeting her Ra-Seru. Kind but fierce she would protect those she considers family with all the strength her slight form can manage, even if it isn't much. She is optimistic and despite all the strange looks she gets, she's rather happy with her life and duties in helping care for Vidna's hot springs. Miscellaneous: A stolen book given to her by the man who brought her to safety, with pictures of all the world's Kingdoms to sate her desire for knowledge. Weapon: None Fighting style: None Place of origin: Mount Rikuroa
Ra-Seru: Soun Personality: Stern and demanding, oft times completely focused on duty to the point of wearing his host out. Weapon Form: A belt of bluish silver metal that curls around her back, down over her hips, as well as up along her flanks. The central gem is inlaid along her lower back. Element: Water (Utilitarian) Seru: (For now leave this blank, but it will contain whatever Seru you happen to absorb)
Edited by Zubenel, May 17 2013, 08:26 AM.
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Raz
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May 16 2013, 12:27 PM
Post #6
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((Vague skeleton))
Name: Lee Csendes Age: 23 Gender: Male Race: Human Appearance: Lee stands at about 5'11 with a slightly athletic build, the odd scar, but not too many. With fair skin and chaotically spiky black hair. He also has a dark blue broach from one of his old friends.
Lee has fiery eyes, a forest green colour, but seem to always convey determination. He also tends to wear long, duster like jackets (Generally dark blue), with jean style trousers and no shirt (The cold doesn't seem to bother him too much) Personality: At heart, Lee is a good person, if he sees an old woman struggling to cross a path, he will jump up to help her, if he sees a child being bullied or a woman being attacked, he will step in.
However he is no saint, known for having an awful temper. He has a certain level of patience when it comes to most things, but brutality, viciousness or dis-honorableness will not be forgiven by him, and although this proves a disadvantage among some people as they get angry with his outbursts, or they think he is too hot headed for something, it does have the massive advantage that he is quick to put down evil doers.
Lee is impulsive, this goes hand in hand with his hot hotheadedness and is not necessarily a flaw as it means that he is not one for hesitation, if a person is in trouble, he would not spend time debating what to do. He would jump in immediately and deal with whatever is causing the issue. Miscellanous: Satchel with basic medical supplies, bandages and pain killers. Weapon: Combat knife/dagger Fighting style: Aggressive but effective: The aim with Lee's fighting style is to rush the enemy and to go for efficient and brutal attacks that will take the enemy down, or cripple them to prevent further need for dodging. Lee is fast, he ducks and dodges more than anything else and is very effective with his dagger, often known to aim for joints and other weak spots on his enemies, using a combination of his dagger with his right arm and his fist with the other.
Although the bulk of his attacks might lack some raw power, his speed makes up for this by carrying through with a massive amount of momentum and pinning his enemies under a barrage of attacks, punches, slashes and kicks.
If the standard attacks are not working, Lee can cause his dagger to become flaming , aggrivating the damage he deals further, if the target is large or simply running away and becoming problematic, he can loose this fire as a large fireball, however this is only in desperate situations. Place of origin:Karisto
Ra-Seru: Rythine Personality: Rythine is very passionate about doing the right thing, they have found working with Lee to be an excellent arrangement as he doesn't hesitate on anything, he does what needs to be done. Equip Form: A fire red bracer material that spilts into a thinner material (about the width of paper) which then spreads up the arm in an arcing manor, leaving a large percentage of the arm uncovered (Almost like a tattoo and weaving up to the right side of the face in the same sort of pattern as the arm. Element: Fire. Seru:
Edited by Raz, Jun 12 2013, 10:25 AM.
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truniht
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May 17 2013, 01:16 AM
Post #7
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Name: Artyom Tchaikovsky Age: 27 Gender: Male Race: Human Appearance: A frail man with gaunt features and dirtied fine clothing. There is a distinctly anorexic aspect of his frame that makes him appear to be sickly before others and incredibly fragile. Personality: Artyom is infected with a cowardly, cynical behavior. When confronted adversity, he admits defeat. When confronted with evil, he flees. When confronted with reality, he succumbs to delusion. This avoidance is considered necessary for his survival, and his justification for abandoning others before him.
Despite his impotence, the sickly man tenaciously tries to fit in with others and seek acceptance. Tchaikovsky is somewhat gullible, for this reason. He doesn’t mind deception, as long as an appearance of friendliness is maintained. Every broken encounter is considered failing on his part. He is convinced that everyone is better than him in every way.
His lost memories are part of that deception. He has no recollection of what became of him before the Mist appeared. In his mind, there is a refusal to recall his previous identity. It is a product of an acceptance of his surroundings and his own weak identity.
Miscellanous: He carries a faded picture with him. The face of the person on this picture was blacked out. Weapon: Artyom carries no physical weapons on him. The archaic survival knife he carries is more of a tool than something he’d ever use against someone else. Fighting style: Without any formal training or will to fight, Tchaikovsky lacks any sort of fighting style. Place of origin: Conkram
Ra-Seru: Prospero Personality: To Artyom, Propsero appears as a very confrontational and frightful phantom. Although manipulative, Propsero intends to protect his master for ulterior motives. For this reason, he actively encourages the frail man to find courage and take action, even if it means deconstructing his raison d'être. Equip Form: Propsero appears as a mask that is worn on the face. Its appearance resembles a tragedy mask worn in theatre that completely disguises the face of the actor when he assumes a new identity. His primary weapon is illusion magic, which can be used to fool the opponent or aid allies. Element: Earth. Seru: [Blank]
Edited by truniht, May 30 2013, 01:23 AM.
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HushedEi
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May 17 2013, 06:29 AM
Post #8
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Name: Airis Xotich (read Iris Sochee) Age: 19 Gender: Female Race: Human Appearance: Airis possess two pale blue eyes, the left one slightly covered by her slanted fringe. Her chest length hair is a shade between red and brown gathered together into a ponytail, her complexion has a tinge of peach. Standing at 5"2', her lithe body display her as one with agility--especially her long legs. She dons in whatever she finds comfortable (on her journey it is usually a vest over an inner shirt complete with tight pants and ankle high boots) but never without the simple black choker around her neck.
Personality: At first glance, she appears to be one that keeps to herself and cold towards others. Once known, she is the opposite of that first impression. Her voice is carried gently as she speaks, Airis emits warmth and benevolence to people. An acute listener, she's one with patience and is attentive towards her surrounding, especially toward her Ra-Seru, Nix. Unfortunately, she doesn't seem to put attention towards herself, often pushing her own self over the limit. Airis has a habit of blowing the harmonica she owns whenever her thoughts engrossed her.
Patient as she is, once her temper is triggered, her demeanor is not far from what people thought it was. Her voice lose its gentleness and her eyes the kind sparkle. Even once she is composed, the coldness will still linger for a quiet amount of time and she is best to be left alone. This rarely occur. However, if her emotions clouds her judgement or, for example, a badly hurt friend caught as hostage, expect her to snap into an unstoppable ice queen.
Miscellaneous: A bronze harmonica, a pair of jeweled Sai kept at either side of her hips, a sling bag filled with a couple of changed clothes and bandages, knives tucked inside her vest.
Weapon: None. But for desperate measures, a pair of Sai or knives. Fighting style: Nothing special. She's got her own self-defense skills. Although, she uses her legs more often than her hands. Thus, her punches are weaker than her kicks.
Place of origin: Octam, Sebucus Islands
Ra-Seru: Nix Personality: Nix's demeanor exude authority, often insisting his opinion upon Airis in order to get her to the right path and his companion knew better than to protest--sometimes. Responses are often curt and sharp. Nix's is cautious around individuals other than his companion. Despite a character that befits his element, he has a warm side of him that only a few will come to know. Equip Form: Nix's equip form is a blue crystalline choker around her neck with a pale blue--almost transparent white--resting on the hollow of her collarbone. One end of the choker is longer than the other and curls on her back. Element: Ice Seru:
Edited by HushedEi, Mar 4 2015, 06:30 AM.
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Shine
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May 19 2013, 06:31 PM
Post #9
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Finished. Let me know if there's anything I need to change!
Name: Atalanta Rurach
Age: 21
Gender: Female
Race: Human
Appearance: Standing tall at 5’8”, Atalanta has a medium, slightly muscular build, and fair complexion. Her long, shiny black hair is often worn loose, with two braids pinned together in a half-up, half down style, and reaches halfway down her back. Her golden eyes often carry a somewhat wary, sharp look about them, which is counterbalanced by her delicate features.
Her usual attire is loose and comfortable, without unnecessary fabrics that might give away her position with their rustling. Her most prized article of clothing are her soft, brown leather boots, which she regularly maintains, and she is never seen outside without her bow and a quiver of arrows.
Personality: Atalanta is a spirited, headstrong young woman who chooses to make her own way in life rather than follow the path laid out for her by others. She is often perceived as something of a contradiction by her peers, since she is a nice girl who is always willing to help others, yet happily sticks arrows into bunnies and fawns and all sorts of other cute and cuddlies without a second thought.
She despises small spaces and the feeling of being trapped. This extends to a dislike for following other people’s orders, which can often get her into scrapes. Though not exactly hotheaded, she is instinctive, and pragmatic in combat, never continuing the fight if running away is more sensible. In the same vein, she prefers to avoid complex emotional situations and staying out of the limelight. She can often be blunt and impatient, but has a good heart.
Image credited to the amazingly talented Amshee
Miscellaneous: She wears on her middle finger an ornate topaz ring, gifted to her by her parents, although its origin is a mystery to her as its value is far greater than anything her parents could afford. Other than that, standard traveller equipment and her weapons.
Weapon: Atalanta’s yew wood bow is simple, reliable, and much-loved. She also carries a variety of knives for hunting, and has some proficiency in throwing them, as well as using them in a close range fight.
Fighting style: Having trained as a huntress since a very young age, Atalanta excels in archery, and her bow and arrows pack a formidable punch in a battle. With her keen eye for aiming and strong arm, she can pick off foes from respectable distances. However, being more accustomed to picking off weaker, unsuspecting animals, she is better suited to sniping the foe than charging into a battle, and though she can fight with her arrows and knives at close range, she prefers not to. She is also easily overpowered at close quarters, and relies on her good reflexes, instincts and agility to get out of a sticky situation. Thus, her success in battle relies on keeping her opponent(s) at range.
Place of origin: Rim Elm
Ra-Seru: Kiche
Personality: Kiche is clever and playful, possessing a childish nature that contrasts with Atalanta’s more serious personality. Easygoing and naïve, the lightning affiliated Ra-Seru often treats life as though it were merely an amusing game. He is rather fond of the company of humans, finding them to be most entertaining creatures.
Equip Form: A fingerless, golden gauntlet that Atalanta wears on her right hand. The patterns adorning the gauntlet are reminiscent of fur, although they are sharp and hard to the touch.
Element: Lightning
Seru: Gimard (small fireball spell)
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Zubenel
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May 29 2013, 10:49 PM
Post #10
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Starting this tonight, still room for additional people though.
Notes:
Red November - you need to get back to me about details Raz - you can come in at any time but a finished profile would be nifty
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