Mad~Madisson
Mad~Madisson
(?)Community Member
- Report Post
- Posted: Sun, 17 Feb 2008 21:33:06 +0000

Introduction .................................................................................................... 1
Navigation ..................................................................................................... 2
Sory .............................................................................................................. 3
Rules ............................................................................................................ 4
The Covenant ................................................................................................. 5
Worlds ......................................................................................................... 6
Skeletons ...................................................................................................... 7
Skins ............................................................................................................ 8
Summary ...................................................................................................... 9
Links ........................................................................................................... 10
-2-
Mad~Madisson
(?)Community Member
- Report Post
- Posted: Sun, 17 Feb 2008 21:34:05 +0000

The world you know as your own isn’t alone. There are multiple worlds inside planes; in turn, there are many planes inside many possible dimensions. Your world is just a thread of something much, much bigger.
Most of the inhabitants of these worlds are blissfully unaware, indulging themselves with their trifle everyday troubles.
Each plane was created by beings known only as Planeswalkers. Five of these entities decide to set their differences aside and work together to maintain their planes safe and in order.
They gave lost souls a second chance and blessed them with the ability to travel through the planes, in addition to awakening a power from within, also gave them the task of protecting each plane by keeping them from colliding. These plane guardians were named Gate Keepers.
The entities decided to house the protectors in the heart of their dimension, the plane where the shadows of the rest are mirrored and merged into one, The Haze.
Raising quantity of land above the fog, there they made the Gate Keepers new home. Having no actual name the Keepers named it The Academy, since it is the place where they are trained to use their newfound powers and abilities, as well as learn about the planes and worlds in them.
Not all of these “lost souls” decide to become Gate Keepers. Those who run away from the Planewalkers offer are known as the Forsaken. These individuals are against the Planeswalkers teachings and suspect that the beings are hiding highly valuable information of the Forsaken’s origin. They seek the truth, but in their search, they might unravel the threads that keep the planes in place.
Most of the inhabitants of these worlds are blissfully unaware, indulging themselves with their trifle everyday troubles.
Each plane was created by beings known only as Planeswalkers. Five of these entities decide to set their differences aside and work together to maintain their planes safe and in order.
They gave lost souls a second chance and blessed them with the ability to travel through the planes, in addition to awakening a power from within, also gave them the task of protecting each plane by keeping them from colliding. These plane guardians were named Gate Keepers.
The entities decided to house the protectors in the heart of their dimension, the plane where the shadows of the rest are mirrored and merged into one, The Haze.
Raising quantity of land above the fog, there they made the Gate Keepers new home. Having no actual name the Keepers named it The Academy, since it is the place where they are trained to use their newfound powers and abilities, as well as learn about the planes and worlds in them.
Not all of these “lost souls” decide to become Gate Keepers. Those who run away from the Planewalkers offer are known as the Forsaken. These individuals are against the Planeswalkers teachings and suspect that the beings are hiding highly valuable information of the Forsaken’s origin. They seek the truth, but in their search, they might unravel the threads that keep the planes in place.
-3-
Mad~Madisson
(?)Community Member
- Report Post
- Posted: Sun, 17 Feb 2008 21:34:58 +0000

I'd really like it if the people that decided to join posted at least once a week. If for some reason you can't or couldn't that week please let us know in the O.O.C. Thread.
I'm not fond of one liners, I'm sure no one in this guild is. Please try for more than five sentences in each post.
Don't PM me asking for reserves. Sorry, I don't do them.
You may play with no more than one character. Unless another player gave you permission to play as his character, then you would have his/her character plus your own.
When role playing do not use symbols to depict actions. Type in third person and past tense.
Example: "Sitzen!" She commanded the dog-beast, knowing without seeing that he had been tensing for a lunge.
No quoting posts.
This isn't mandatory, but try to add some life to your post, be it with color or images. No images bigger than 500 x 500 and try to avoid blinding or barely noticeable colors for your text. I also enjoy posts with text size between nine and eleven, though what text size you decide to use is up to you.
You may not power game fight scenes in any manner. Give other characters a chance to defend themselves in battle. You make an action, but you may not determine the affect your actions have (i.e., whether a hit lands or not.) Do not put in a post suggesting an auto-hit, no matter the length or detail. Put in 'would', 'might', or 'may', followed by 'if hit' or 'if in contact with', etc etc. The same goes the other way: you can't avoid every blow in battle. Fight fairly, and respect other people's characters!
No encouraging suicide or kill another character without him/her wanting to. Killing other characters is a definite no-no in the RPG and grounds for expulsion from the game. The killing off of other people’s characters is not permitted, as it would be very unfair to the person who created the character. Unless a person that has decided to leave the RPG gave permission to.
Try staying in character. Talking out of character destroys the games ambiance so please try to keep it in character. We have a O.O.C. Thread where we can talk about the role play, or anything else.
Cybering is posting or RPing with explicit adult contents. Such as RPing sex or detailing something that would go against the PG-13 forum rule put forth by Gaia Online. Romance is allowed but if you thing are getting a bit steamy just take anywhere but here.
No being abusive towards another player out or in character with excessively vulgar use of words with intent to harm, insult, or post racial comments towards another user(s) after being asked to stop by the user(s).
Please PM me your profile and wait for my reply before beginning to post. Place The Gate of Light in the subject to make sure you read all the rules and agree to follow them.
-4-
Mad~Madisson
(?)Community Member
- Report Post
- Posted: Sun, 17 Feb 2008 21:36:05 +0000

The worlds are kept in order by their creators, The Planeswalkers. To seize the worlds from colliding are The Gate Keepers. Together they preserve the order, and are known as The Covenant.
Gate Keepers
Members of The Covenant, Gate Keepers are blessed by Planeswalkers with a unique special gift, plus the ability to open portals in between worlds that go anywhere at their whim. They are marked with a tattoo, which is the source of their power, and it covers all of their backs. Like their name implies, they guard the gates in between worlds. They keep regular residents from stumbling into them and accidentally ending up in another world that isn’t their own.
Gate Keepers have no recollection of any other life other than that of being a Gate Keeper.
Besides being blessed with special abilities they are also gifted with the capability of communicating directly to the consciousness, much like the Planeswalkers themselves, but not as strong. The farther away the Keepers are to their target the less clear the message will be. Communication between planes isn’t impossible, but only Planeswalkers are able get clear messages through those distances.
Gate Keepers have no recollection of any other life other than that of being a Gate Keeper.
Besides being blessed with special abilities they are also gifted with the capability of communicating directly to the consciousness, much like the Planeswalkers themselves, but not as strong. The farther away the Keepers are to their target the less clear the message will be. Communication between planes isn’t impossible, but only Planeswalkers are able get clear messages through those distances.
The Awakening
Before ever training as Gate Keepers, they awaken from a deep sleep, which feels as if they were slumbering for an eternity, with no recollection of their past lives. A senior Gate Keeper tends to their every need while they settle in. They claim that The Planeswalkers, creators of all worlds, have saved them from the torment of their past lives. In return, all they ask is their service in the Academy. In celebration of the birth of their new lives they hold what they call an Awakening. This is when you pledge your loyalty to the Planeswalkers and vow to do your best as a Gate Keeper.
The Forsaken
Gate Keepers that abandon their duties and rebel against the Planeswalkers call themselves The Forsaken. They begin to ask about their pasts and want to know more but, since Planeswalkers refuse to tell them anything, they rebel. They still hold their abilities given to them by the Planeswalkers but it seems to have withered in strength and accuracy. They can be told apart from a regular Gate Keeper because their tattoos distort. They seem to grow outward like roots and most of the ink looks as if it had melted. There are also those that decide to run away before the awakening, which are sometimes picked up by Forsaken. Obviously those that did not ever receive their tattoo have no powers and must totally rely on others that can to explore the worlds until they can find their own.
The Keys
In each world, residents known as keys are born with the ability to open gates without having the blessing of The Planeswalkers. Gates are portals, which only Planeswalkers and Gate Keepers are able to open to travel in between worlds. The Keys cannot control when and how these gates open. Most of them live their whole lives never knowing. But recently a number of Keys have been opening gates frequently; portals staying open longer than usual.
Planeswalkers call forth three Gate Keepers, each assigned a Key to guard, study and uncover why this is happening.
Planeswalkers call forth three Gate Keepers, each assigned a Key to guard, study and uncover why this is happening.
-5-
Mad~Madisson
(?)Community Member
- Report Post
- Posted: Sun, 17 Feb 2008 21:37:13 +0000

Keep in mind that there are more than five planes in our dimension. Though five Planeswalkers originally founded The Covenant, other Planeswalkers eventually joined the cause. With exception of the Haze, that was created by itself to create a balance in the dimension, the rest of the planes listed bellow are the planes of those that began The Covenant.
The Haze
Home to The Covenant, The Haze is the bridge between all the other worlds. It is a merge and mirror of all the worlds, but empty, lifeless; Except for the flies and fog that seems to have a life of its own.
On top of the highest point in the Haze, where not much of the fog touches, lies The Academy where certified Gate Keepers teach trainees to harness their powers.
Faléy
A medieval fantasy world full of magic and supernatural beings such as dragons, mages, unicorns and fairies.
The World of Darkness
A dark modern world where the supernatural is real, though unknown to most of the humans living there.
The world of darkness is inspired by white-wolf’s world of darkness.
Heyphong 5
A universe where most of all beings live in space colonies, like Heyphong 5, since most of the worlds are deserted due to a deadly virus spreading in the planets.
The name Heyphong 5 is from the scifi-fantasy anime series Outlaw Star. The world is not.
Stars Hollow
A small suburban town ruled by an anti-utopian government. The people are separated as civilians, rebels or loyalists.
The name Stars Hollow is from the show Gilmore Girls. The world itself was inspired by the movie V-for Vendetta.
Kamigawa
A Medieval Japanese Fantasy world, of mysticism and honor, where the spirit realm and the physical one are in constant war.
The world of Kamigawa was based off of Magic the Gathering’s expansions and novels.
Home to The Covenant, The Haze is the bridge between all the other worlds. It is a merge and mirror of all the worlds, but empty, lifeless; Except for the flies and fog that seems to have a life of its own.
On top of the highest point in the Haze, where not much of the fog touches, lies The Academy where certified Gate Keepers teach trainees to harness their powers.
Faléy
A medieval fantasy world full of magic and supernatural beings such as dragons, mages, unicorns and fairies.
The World of Darkness
A dark modern world where the supernatural is real, though unknown to most of the humans living there.
The world of darkness is inspired by white-wolf’s world of darkness.
Heyphong 5
A universe where most of all beings live in space colonies, like Heyphong 5, since most of the worlds are deserted due to a deadly virus spreading in the planets.
The name Heyphong 5 is from the scifi-fantasy anime series Outlaw Star. The world is not.
Stars Hollow
A small suburban town ruled by an anti-utopian government. The people are separated as civilians, rebels or loyalists.
The name Stars Hollow is from the show Gilmore Girls. The world itself was inspired by the movie V-for Vendetta.
Kamigawa
A Medieval Japanese Fantasy world, of mysticism and honor, where the spirit realm and the physical one are in constant war.
The world of Kamigawa was based off of Magic the Gathering’s expansions and novels.
-6-
Mad~Madisson
(?)Community Member
- Report Post
- Posted: Sun, 17 Feb 2008 21:38:12 +0000

I’ll only be accepting three of each type. Gate Keeper's Key share the same number.
The Gate Keepers:
1. Penjin as Sail
2. Firebat4321 as Karga
3. XChibi_SempaiX as Moria
The Keys:
1. Jei H as Kally McPherson
2. Zillar as K'van Lelair
3. armyangel23 as Beatrice "Bebe" Moore
The Forsaken:
1. Mad~Madisson as Madisson
2. Alvina Aceline as Alvina
3. Lothmar as Ut'gardt 'Otto'
Character Sheet
Name: Your character name. Gate Keepers and Forsaken don’t have last names.
Type: Key, Gate Keeper or Forsaken.
World: Only applies to Keys, since neither Gate Keepers or Forsaken remember where they are originally from. The five worlds available are listed above. I’ll only accept one character from each world.
Race and Class: Gate Keepers and Forsaken are humans. Keys can choose from races and classes such as Elven Mage, Young Werewolf, Alien Whiz Kid, Old Human Rebel or Kitsune Ronin. Remember these are just examples, you don't need to choose from the ones I mentioned. Your race and type depends on the world you come from. You can be half one thing and half another but let's be reasonable. You can't have blood of 20 different species.
Gender: Is your character female or male?
Age: Your character’s age. Gate Keepers and Forsaken fill this out as apparent age. Gate Keepers and Forsaken should be over 19, while keys are no older than 17.
Appearance: A small description of your character’s appearance. If images are used please link them.
Background: A small description of your characters past and present. Gate Keepers and Forsaken only have present. What did your Gate Keeper go through in his training to become one? How did your Forsaken end up becoming one? Though having info of your past life before becoming a Gate Keeper or Forsaken for yourself would be very useful later on. But remember, for yourself.
Weapons: You can have up to two weapons, but if you have a bazooka that can blow up the whole sector I don't think you need anything else. Gate Keepers aren't allowed to carry weapons through gates.
Abilities: Are things your character is good at. For example, he could be good at lying, fixing computers, or fastest in his track team. Make sure your one ability has something to do with your characters background or personality.
Powers: Are things considered extraordinary or magical. Like being able to heal, conduct electricity or read minds. Powers are restricted from certain worlds [meaning certain keys would have certain powers]. Just use your logic.
There is a limit to the amount of powers you can have, though Gate Keepers are allowed to have one extra power.
Example:
You can have up to two small powers such as Healing, (Not bringing people back to life or mending a broken limb, only healing wounds and such) or fire manipulator (only one element, you can't control all.)
But if you want something big like manipulating shadows and being able to materialize them, well that's all you get. It wouldn't be fair if that character had another power. That one is strong enough as it is.
But as a Gate Keeper you can add a power since they aren’t allowed to carry weapons.
Gate Keepers and Forsaken cannot share the same powers. Each must have a unique power that belongs only to them. If you see that an accepted Gate Keeper or Forsaken character already has the power of Healing you cannot add that power to your Gate Keeper or Forsaken.
Role Playing Sample: If you want to use a previous role playing post or sample it should preferably be something recent. If your going to send me to another RPG to check your role playing skills please add a link to the page where your role playing post is.
[size=10][color=#364150][b]Name[/b]:
[b]Type[/b]:
[b]World[/b]:
[b]Race and Class[/b]:
[b]Gender[/b]:
[b]Age[/b]:
[b]Appearance[/b]:
[b]Background[/b]:
[b]Weapons[/b]:
[b]Abilities[/b]:
[b]Powers[/b]:
[b]Role Playing Sample[/b]: [/color][/size]
-7-
Mad~Madisson
(?)Community Member
- Report Post
- Posted: Sun, 17 Feb 2008 21:39:35 +0000

Gate Keepers
Name: Sail (No last name.)
Type: Gatekeeper
World: Haze (Has no assigned world. Simply maintains order.)
Race and Class: Human Warp-mage
Gender: Male
Age: 22 years since his awakening as a gatekeeper.
Appearance: Gatekeeper
.Due to a effect from a attack by a Forsaken, Sail's hair is whitening prematurely as he exhausts his abilities.
Background: After become a gatekeeper, Sail's special abilities allowed him to become a special agent of the Planeswalkers; his "warpmagic" allowed him to almost instantly travel to most previous locations that he had visited before; with this ability he was made more or less a tracker of the Forsaken along with a maintainer of order among the worlds.
The gatekeeper however does question why the Planeswalkers force the gatekeepers to stop worlds from meeting eachother, he silently thinks that perhaps it would be better for all the worlds to be aware and allied with eachother with the Gatekeepers as peace keepers and aid-givers to all the worlds.
Weapons: Sail stores many things in his "limbo" plane such as knives etc which can be flung out of the portals he creates, but other than them; Sail has no signature weapon.
Abilities: Sail is extremely resourceful and a fast thinker with a clear mind. The latter trait is a must for if he isn't concentrating properly; his warpmagic abilities are extremely disruptive and dangerous to use.
Powers: Sail has the ability to "rip" open the threads that hold together the reality of worlds along with storing things in a Limbo plane, however; he cannot hold himself or any living being in his Limbo plane for living things cannot exist within it, he can however use it to store weapons and projectiles etc for later usage. How far, how heavy and how fast he is trying to warp something will determine how much it tires him, so warping medium distances extremely fast in rapid sequence would exhaust more energy than simply warping all the way to said point with time to concentrate the magic properly.
____________________
Name: Karga
Type: Gate Keepers
Race and Class: Human
Gender: Male
Age: Looks 20
Appearance: [ x ] Karga stands at about 6 feet. He looks very skinny, but the fact rarely shows. His brown hair keeps in a messy fasion, almost in the way of his red eyes. He wears a red over-shirt, with a black T-shirt under it. He also wears a pair of average blue jeans, and a normal pair of running shoes. His tattoo reaches over towards his left cheek.
Background: Karga was trained quickly as a Gate Keeper. He was one of the newest students that had ever, but he caught on quickly, and was able to graduate from the Academy. He vowed to use his powers for the good of everyone, and pleadged to protect the Key he was given to guard.
Weapons: None; Karga wears fist-bracers, and uses hand-to-hand combat
Abilities: Karga is able to think and learn very quickly.
Powers: Karga is able to summon the element of fire, mostly to egnite his hands to help his fist fighting. He is able to conjure fireballs and walls as such, and can use his power to burn over wounds.
____________________
Name: Moria
Type: Gate Keeper
World: None
Race and Class: Human
Gender: Female
Age: appears to be in her 20's
Appearance: Moria
Background: When training she was the silent one. She never spoke and when she did she spoke softly and weakly. She was very good at floating in mid air and summoning creatures of all sorts. She was talented at the books as well. Reciting the rules as if scetched into her mind. She always followed the rules never breaking one. She was more of the goody two shoes and was teased because of it. The others were harsh towards her because of her attitude towards becoming a Gate Keeper. She was on the brink of becoming a Forsaken but recited to rules over and over again until she got her mind back in order to become a Gate Keeper.
Weapons: She uses a whip but mainly doesn't fight. She is the type that would rather talk it over then fight. Though if forced she will strike once but that is it.
Abilities: She has the power to see into other's hearts. For example she can tell if someone is telling the truth or telling a lie. She also can here other's thoughts but for only a certain amount of time at a time. If she tries for 3 hours she won't be able to for about a day or so.
Powers: She has the power over some wind. Like if she needs to float in the air she can but only for 5 minutes or it will run out and she will fall. She doesn't have much skill with magic but she can help others with troubles.
____________________
The Forsaken
Name: Madisson
Type: Forsaken
Race and Class: Appears Human
Gender: Female
Age: Appears 24
Appearance: [Visual reference for the imaginatively impaired] Madisson stands around 5'6 with a sturdy and well proportioned body, yet her faded skin color gives her a sickly complexion. She has short red hair, with two black steaks above her ears which she colored herself. She’s usually seen wearing a grungy jade green trench coat that reaches her knees. Under it a tank top with an old shade of gray and long dark brown pants that are tucked under her long and worn out boots.
Background: Background: As a Gate Keeper trainee Madisson would excel greatly in most of the training that required the use of magic and problem solving. This caused many jealous trainees to pick on her, so she kept her distance and continued her hard work. She eventually became one of the few trainees that were gifted by the Planewalkers as a Gate Keeper in the least amount of time. A few years later, she began to question about the origin of her powers. This curiosity developed as she grew higher in rank as a Gate Keeper. The higher she grew in rank the more they trusted her with certain tasks and information that were to remain hidden from others. Eventually, having had enough of the lies and deceit, she decided it was time to expose the truth. She became a Forsaken, and was the first to found a rebellious group, which is still at large this very day. Because of Madissons harsh tone with people, sarcastic attitude and dark demeanor not many people approach her.
Abilities: Is capable of seeing even in utter darkness.
Powers: This evocation accelerates the process of decay, reducing living and non
living matter to its component particles. She must be able to touch her intended target to perform this evocation. The longer she remains touching the target the more damage it would inflicts, lethal damage to a regular human if left to the touch for too long. If performed on a dead body the body is reduced to dust. The process works in a similar fashion on inanimate objects. Decaying an article of wood or cloth, for example, would take around three minutes, while decaying a piece of plastic could take seven. Decaying metal would be around ten to fifteen, and stone could easily take twenty to thirty minutes. Each minute decays one cubic foot of material. She is also highly resistant to toxins. Additionally, many types of injury that would leave her permanent damage would heal normally on her (e.g. burns).
She also has the gift of ordering a corpse to give up the secrets of all that it has “seen” since its death. This gift works only on corpses that still have some flesh to them, and only the head is necessary. The character places her forehead on the forehead of the corpse. If the gift works, the character will be struck with the visions of the corpse. While it is in effect, her eyes turn a milky white, as if covered with cataracts, but she can still perceive what’s going on around her.
____________________
Name: Alvina (Vin)
Type: Forsaken
World: X
Race and Class: human
Gender: chick
Age: twenty three
Apperance: [.vin.]
Background: Vin was killed by her father. He killed her when she attempted to murder her stepmother. Vin had found out that her stepmother had killed her real mother to be with Vin's father. What Vin didn't know, was that her father helped plan the murder. So, when she attempted to kill her stepmother, her father decided it best just to kill Vin. He chose her over his own daughter. Vin had planned the murder for months. She had an alliby, a place to hide the body, and her father wasn't going to be home. Unfortunatley, she wrote it all down. Her father found the plan, and knew what he had to do. His last words to Vin after he stabbed her was "I never wanted you anyway."
Vin, at the academy, never excelled at anything. She prefered to stay hidden, never drawing attention to herself. She felt she didn't deserve to be honored, but she didn't know where these feelings came from. However, the Plainswalkers always knew she was more than she let on. Vin in truth, could have easily been in the top three of her class. She understood and easily mastered everything they taught. Soon, she began to question why she didn't want to be the best. She wanted to know what had happened to make her hate herself so much.
But the Plainswalkers refused to tell her anything. Vin became angry. She felt she had a right to know about herself. Soon, she began to question everything the Academy, the Gate Keepers, and the Plainswalkers stood for. Then, Vin began to have dreams, glimpses of her past. Vin decided she needed to get out of the Academy, and away from the Plainswalkers. She wanted to conquor whatever had created such self loathing. So, she became a Forsaken.
Weapons: She has a rapier that she is superb with.
Abilities: Vin is extremely stealthy, and is able to stay "hidden" from view.
Powers: (a) The ability to control emotions- She can either "Soothe" someone emotions, such as lessening someone's feeling of fear and distrust. Or she can "Riot" them, such as invoking feelings of confidence and joy.
(b) She can move metals. Vin can either "Push" or "Pull" metals. However, it's also a use of weight. If she pushes on something heavier then her, she gets pushed back in the opposite diraction. If she pulls on something to heavy, she gets thrown foward. And vice versa for each.
____________________
Name: Ut'gardt 'Otto'
Type: Forsaken
World: unknown
Race and Class: Human, Strongarm
Gender: Male
Age: 32
Appearance: At one time Ut'gardt would have appeared to have been taller but now it seems as if he almost 'droops' slightly. He often finds himself straightening his back during a conversation and stands at a full height of about 8' tall but is usually slunk over at about 6'1". His chin is almost an unnaturally square shape but his usually thick beard often hides this fact, although currently the hairs are maybe half an inch long due to a recent 'trim'. His side burns intermingle with his beard and mustache and the only other part of his hair that seems to be cared for are the bangs which have all but been hacked away. His hair his an almost oily black and his eyes are a dark green with a strange outcropping of what might be slate. The bridge of his nose almost appears to have been crushed flat by a blunt instrument at one point in his life and fits well with the other visible knick's and scars that dawn his face in the few patches of visible skin. His pants and shirt look to be nothing more then poorly cobbled together pieces that are designed surprisingly big, even for his size and bulk and have surprisingly large sleeveless holes for the arms. The only other thing of note that U'tgardt possesses is a poorly crafted shirt of metal rings crafted from a variety of different metals that seems to almost spin a strange legend of its own. As for his feet he simply possesses a pair of leather soles bound with metal straps and a leather roof which leave his toes and heel visible enough.
Background: Even in his former life Ut'gardt never really 'fit-in' with normal people and was often shunned, mocked and even persecuted often for his size. Even though Ut'gardt is actually quite intelligent he is also a very reserved person when it comes to conversation and if not for his physical stature would probably have been just another dull person. Unfortunately people would often mistake Ut'gardts sense of compassion for weakness which made him a target for those looking for a coping mechanism during their periods of adjustment to this new life. He was especially everyones favorite punching bag when it came to training and would often receive prolonged 'sparing' sessions with those trying to develop their abilities. In truth Ut'gardt sincerely respected the Planeswalkers and was a devoted supporter to their cause and his inner strength and somewhat gentle demeanor would often land him odd requests from his Keeper superiors to assist, train and even protect if needed the most recently awakened students. Unfortunately a few keepers and even students eventually grew distrusting of this new student who in less then a years time had in their eyes 'wormed' his way into the higher ups favor, especially when to this point in time Ut'gardt had never demonstrated his abilities in front of another student or instructor. Until one day a small group of perhaps a half dozen keeper trainee's approached and challenged Ut'gardt to a competition of abilities, until finally after several attempts at resolving the situation in a calm reserved manner he was struck in the shoulders by a pair of elemental attacks. "Not so big now are you?" they would laugh until he simply brushed away the scratches and took a stand yet again before taking a deep almost cleansing breath at his full and terrible height. "We were here first and you will learn your place!" was the last thing he remembered coherently anyway, there was something else too about him being a powerless fool and what-not but those memories seemed to all disappear into a blank sea of red... Both in his mind and smeared across the training grounds. "All this had to happen... Just because I didnt want to embarrass you," He found himself saying in a calm manner as he collected himself and stripped his opponents of one simple trinket apiece. Many people say that he is nothing more then a coward who ran to escape punishment, the truth is that Ut'gardt just didn't want such a senseless fight to happen again. So he took the trinkets from his foes and smelted them all down before recasting them into a single metal ring a piece. How he knew how to do this and what it symbolized he did not know but the act of carrying around these warrior rings and honoring the memories of those who have fallen at his hands became a habit until years later he wound up with an entire shirt of ring mail, though the truly important warriors and those people who most deeply impacted his heart and mind would often find their rings either worn on his fingers or woven into his beard like a black armored tabard.
Weapons: War Club: In truth Ut'gardt prefers to fight his opponents fairly, if they are unarmed he will fight with his fists and if they challenge him to a duel with a particular weapon that too is fine. However if the opponent has no objections or if the moment overtakes him Ut'gardt finds himself wielding an iron club that is taller then he is. It is a total of ten feet in length to the tip of the pommel with a grip that appears to be wrapped in perhaps used bandages with little cushion. The weapon weighs approximately two hundred pounds thanks to the lead bar core and the outside is covered with metal studs.
Abilities: Metallurgy- Ut'gardt understands the mechanics of smelting and recasting metal and can also perform minor acts of crafting simple tools and weapons.
Strength and stamina- Ut'gardt is not the kind of man to be winded easily from a physical act or attack and can easily overpower simple physical defenses with pure brute strength. He often finds work in job fields that require alot of lifting, pulling, pushing or acts of simple strength (plowing, rock breaking, etc).
Fracture- Ut'gardt prefers to work-fight smarter rather then harder when he can and almost unconsciously finds himself examining his opponents and surroundings for physical or structural weaknesses that he can exploit.
Powers: Strongarm- Ut'gardt is able to manipulate and relocate the muscle mass throughout his body and thus enlarge-strengthen parts of his body at the expense of others. Ut'gardt often uses this ability to leave all but the bare minimum muscle in his left arm and shoulder to function in order to increase the muscle mass and density of his right arm and shoulder by an equal amount. This act is as loud as it is disgusting but it allows him to wield his favored weapon one handed with little effort and to devastating effect.
Crack- Ut'gardts blows be they with a weapon or unarmed do more then leave a simple physical wound, they in fact leave a dark red visible scar similiar to a crack on the body. The first application is simply unsightly, however the more something is struck the more the crack spreads and each application interconnects with eachother until an entire segment is encompassed. Once this happens the crack makes a shattering sound and disconnects from what it was connected too. The 'wounds' are perfectly smooth and will even contour to curves and are so clean that they can barely be felt and will not bleed (if it is a living opponent). This allows Ut'gardt to physically break almost anything that he cannot usually destroy.
Ex: Lets say Ut'gardt hits a boulder with his club on the front and on its side before hitting it on the top. The first crack slowly yet jaggedly connects to the second from underneath the rock and they both spread to the third on top of the boulder, the cleft like corner of the boulder then severs cleanly from its body.
____________________
The Keys
Name: Kally McPherson
Type: Key
World: The World of Darkness
Race and Class: Human
Gender: Female
Age: 17
Appearance: Kally is approximately 5'6 with an average body build, aside from her lower body strength that comes with her excessive running and dancing. She has long dark brown hair that she usually keeps down. Her eyes have been described as brown, but depending on her mood the lightness and darkness alter. She's usually found wearing her high school uniform, but when she isn't wearing it, she's usually wearing a simple dark green baby-doll t-shirt and a pair of cut-off jeans with brown runnings shoes.
Background: Kally had never really considered her life normal. She heard of humans with super natural abilities that usually try their best to make the world a brighter and better place (and there are the odd few that try really hard to do the opposite), but she didn't really feel as though she was that different.
Since her parents were never home, Kally had developed a bad habit of going out late at night and participating in the underground raves that usually take place in the "Cheapside" part of the city, and during one of her slow walks home, she felt a shiver rack her body unlike anything she had ever felt before. She searched for the cause, and found a strange looking light in the distance. After rubbing her eyes and looking again, the light was gone. It was on this night that things began to look a little bit less than ordinary.
Abilities: Kally has a gift for maintaining an excellent amount of stamina which comes in great handy when running or participating in late-night dancing.
Powers: Kally has the ability to touch particular objects and catch glimpses of past events that have involved that particular object (Psychometry)
____________________
Name: K'van Lelair
Type:Key
World: Faléy
Race and Class: Human-Dragon
Gender: Male
Age: 16
Appearance:
[human] Most of the time K'van is in his human form. He stands at five feet eight inches with an average build, small for someone of his species by that time. His thick black hair reaches to the bottom of his neck and isn't styled in any particular way. Under his dark blue eyes are linear black markings. Coupled with his long elven like ears that he has mutiple peircings in, these distinguishing features mark him as part dragon. He often wears a dark coat, loosely attached by a couple buckles in the front that leave much of his chest exposed. His pants are also baggy and loose. He'd prefer going bare foot but if he must wear shoes, it will be comfortable leather boots. This is because he hates being cooped up in tight clothing.
[human/dragon]
Although he is not a full dragon, K'van still has an alternate form with distinct dragonlike features. While his basic appearence is simiar, there are some changes and additions. Thick ivory horns adorn his head, and now his ears are thinner and more pointed. On his back are three sets of bluish-grey translucent wings that decrease in size the farther down his back they are, the smallest being only two inches long.(These are not purely for asthetic value, although he cannot use them to fly, they do increase his swimming speed and manuverability) More markings make their appearance across his body. These include a moon shaped marking on his forehead, and ornate spiral markings on his cheeks, arms and back of his palms. In this form he usually only wears a worn pair of dark cotton pants and a belt.
Background: K'van was born to a beautiful human mother form a small village a mile from the castle town in the region, and water dragon father(who had taken human form). He made he very happy and they had a romantic love, that unfotunately ended tragically. It is unusual but not unheard of for a child between the two species to survive, but it is rarely accepted. In K'van's case, his father fled soon after he was born, love with his mother forgotten and he was never heard from again, although it was said that he angered a wild red dragon and got himself killed.
His human mother, although kind to him, grieved often, secretly wishing her love would return. The other children in the village were told not to play with him, and so he spent the first few years of his life playing alone by the nearby lake, or gazing at the castle town in the distance. She never got better and soon became sick with grief. In her last days she was taken to the wise village priest who kindly decided to take the boy in.
After his mother died, the young dragon boy grew up under the care of the kind head priest, who had once been a famous mage and taught him how to control his magic, how to assume his human form and allowed K'van to work under him as an apprentice. The boy was content enough and grew up to be a fine young man, even after the old priest had passed away. By then the village had come to accept the boy who was very helpful and they elected him as the one to take trips to the town for supplies, or to sell things at the market(although he had to wear a marker whenever he entered the town and people seemed to stare often).
One day on his way back from the town, he stopped by the edge of a forest, which he knew had a clean spring that e could rest at. As he walked through the trees and towards where he remembered the spring to be, out of the corner of his eye he glimpsed a strange light. At that moment he had felt filled with magical powerunlike when he used his own magic, but when he turned it was gone. It was strange, but he passed it off as being a faerie passing by.
Weapons: K'van doesn't like being burdened with the weight of a sword or any other heavy iron weapons. He prefers to use his own strengths in a fight rather then relying on a tool, but has since become attacthed to staves. He likes the fact that they are light weight and extend his range. His favorit of which is a large black bostaff with golden runes inscribed on the end through which he can channel magic.
Abilities: K'van is one of the fastest swimmers in either of his forms. Being part dragon, he also can connect and 'communicate' with other creatures easily.
Powers: A dragons innate magic, although limited to single specialties, is stronger then that of most mages and so K'van shares in this. His specialty is water/ice magic. Without a medium results can be random and out of control, so he chooses to uses his staff to concentrate the power. Even with the staff, since his magic power comes from his own energy instead of outside, it means the more he uses the more strain it puts on his body and so he has to be careful. He can use minor spells while in his human form, but anything big and he must be in his other form. When he uses magic like that, the markings on his body glow faintly to show the gathering of magic power.
____________________
Name: Beatrice "Bebe" Moore
Type: Key
World: Stars Hallow
Race and Class: Human, rebel
Gender: Female
Age: 17
Appearance: :HERE:
Bebe is a tall and pale youth. She's never been one for personal appearance, and only dresses against the crowds. She wears confortable clothes, and lots of black. As "rebels" they have to be un-seen and un-heard, but Bebe does the whole look mostly for fun. Her short, died snow-white hair was an act of rebellion against her mother. She's grown to rather like it.
Background: Bebe never did like being told what to do. Her parents always said she would grow out of it, but then one day she just packed up her bags and left. She was part of the resistance now! She moved in with a bunch of dopey friends. Together they thought they could change the world. Bebe never believed that, she never believed she would be anything. She always thought of herself as a normal girl bound to live out a normal life. She never expected her secret power. Most of her time is spent planning "attacks" on the government. Small bombings, stealing and publishing secret documents, and tying up guards and dressing them in tutu's. You know, baby stuff. Bebe is really only after having a good time. She will not let anyone stand in her way of doing so.
Weapons: small knife, handgun
Abilities: She's pretty swift on her feet. She has a charming personality and can convince nearly anyone to do a favor for her.
Powers: Bebe has always been a very normal girl. She can't even do those fake card tricks that magicians do! Although sometimes she believes she is psychic. Like sometimes, when she's hanging out with her friends she can predict somethings going to happen before it does! No one believes her of course, because that would be just silly! And sometimes she feels like someone is watching her... what other explanation could it be?
-8-
Mad~Madisson
(?)Community Member
- Report Post
- Posted: Sun, 17 Feb 2008 21:41:25 +0000

Saturday, Febuary 16, 2008
The Keys go on about their regular lives, most unaware of their “gifts” to open portals to unknown and strange worlds.
Three Gate Keepers were chosen by the Planeswalkers themselves to investigate why the keys seem to be losing so much control lately. The three Keepers were briefed with all their needed information and were now on their way down bellow, where the fog grew thick to jump into the worlds of their respective keys. It was suggested to study the subjects from afar, making contact and/or sharing information with their charge only if completely necessary.
The Forsaken meet in a city bar, located in The World of Darkness, infamously known as the spot. It’s glowing sign a single white circle surrounded by black. There Madisson is meant to discuss some of her Planeswalker secrets with two fellow Forsaken she has deemed as the best. With their help she plans to begin her radical changes.
The Keys go on about their regular lives, most unaware of their “gifts” to open portals to unknown and strange worlds.
Three Gate Keepers were chosen by the Planeswalkers themselves to investigate why the keys seem to be losing so much control lately. The three Keepers were briefed with all their needed information and were now on their way down bellow, where the fog grew thick to jump into the worlds of their respective keys. It was suggested to study the subjects from afar, making contact and/or sharing information with their charge only if completely necessary.
The Forsaken meet in a city bar, located in The World of Darkness, infamously known as the spot. It’s glowing sign a single white circle surrounded by black. There Madisson is meant to discuss some of her Planeswalker secrets with two fellow Forsaken she has deemed as the best. With their help she plans to begin her radical changes.
-9-
Mad~Madisson
(?)Community Member
- Report Post
- Posted: Sun, 17 Feb 2008 21:42:43 +0000

[url=http://www.gaiaonline.com/forum/t.38157063/][IMG]http://img.photobucket.com/albums/v31/madmadisson/HEREandTHERE/hereandthere-link.jpg[/IMG][/url]
Many things in the RPG are inspired by various books, games, movies and series', like The Dark Crystal, Tsubasa, Outlaw Star, Magic The Gathering, V for Vendetta and the list goes on... I don't own any of this, nor the characters in the RPG. In exception with the character Madisson.
-10-


