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Drey Malic
Crew

Distinct Genius

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PostPosted: Wed Jul 21, 2010 11:13 pm


Hellos, you have stumbled upon...


This is the Profile thread for my role-play


Along with the full ride of everything you see here, I want you all to post your own profiles here, but only after they've been approved by me and screened over by Clo.

When you post your character profile, post them in a quote format. That way we can tell the difference if you have more then one character.

When your profile is here, and if I see somehting different or something I don't think matches the specifics of the roleplay, i'll inform you to alter what you have put up.

This is also an easy way for you to change your Primary weapon.


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



My Characters

Drey Malic
Character ID
User Image
Name: Joshua Lycas; Also known as JL, Frostbite, and Dumb a**
Age: 21
Race: Human
Gender: Male
Sexuality: Heterosexual
General Appearance: JL stands at about five feet and ten inches. Not really a giant amongst most, but to the common wealth, he can easily keep eye to eye contact. He's built strong as well, and almost always keeps Fimbuletr strapped on his back.

Joshua keeps a scarf wrapped around his neck that kind of hangs loosely. His armor is simple steel belts wrapped around up to his chest. It's mobile enough for him to move about, and yet sturdy enough to take some heavy beatings. Over the belts is a dark leather hide and a light shirt underneath belts. Through all this his body still won't look bulky or heavy, but keep a fit look to him.


Combat ID

Class: Ex-soldier & Bounty Hunter
Unique Weapon: Fimbuletr ~ {Lance Group: Twin-Sided Spear. Mid-evil weapons} The Fimbuletr, is a completely white Spear. Shaped much like a two headed spear where it has two heads on either side. The Spear itself is all one piece of metal, making it so that the spear heads would never break off or fly away. The powerful part of this Spear is the arcana essences and the enchantments used upon it. The spear has JL's crest upon the broad side of each spear head and it's the only part of the spear that isn't white, instead it's blue, pulsing blue. The Fimbuletr is constantly giving off a cold pulse. It's a very destructive weapon to say the least. Some of the things that must be known about it, is how long it is... seven feet from edge to edge and can be used as a variety of weapons. It's extremely strong against heavy armored units, it can double as a throwing weapon, and the two spear heads can be used to shred nearly anything.
Primary Weapon: Killer Spear ~ {Lance Group, Mid-evil weapons} A Spear forged from a steel alloy, it's durability lacks a lot and it costs a ton, but with almost certainty the axe will deliver a fatal blow.
Optional Weapon: Trident ~ {Spear Group, Med-evil weapons} A Spear forged out of an Iron Alloy, made to withstand strong attacks and hit back just as hard. It can be tossed to take out more than two soldiers or as a pike stuck in the ground to take out on coming enemies.
Element Attribute: Water basis >> Ice specific
Skills and Techniques: Joshua is a Warrior by profession and exceeds in melee fighting. He knows a variety of fighting skills that suits his Spear style.
Other items: Something Joshua generally keeps with him is his pair of Air Treks. They're not the complete set, but instead a slip on version that fits everyday shoes.

Personal ID

Puppeteer: Drey Malic
Personality: Joshua is a leader at heart. Walking at the front of the group, but worried half to death about everyone else and about the least of things. Worried about their well being, worried that they aren't having a good time, worried that they may get bored and just so much more. It's probably because he worries so much that he jumps in the way of on coming fire to protect who ever he can. It's both his greatest attribute and his worst quirk. Otherwise, Joshua likes to joke around and enjoys to hang around girls... Oh don't even let me start on how much of a pervert he is at times.
History~

  • Parents & Siblings~
    Joshua is the middle son of a single mother. His eldest brother is actually his step-brother who took off with his father and well they haven't heard from him since he was ten. He also has a younger brother named Drey who is currently eleven and looks up to Josh as the perfect role model. His mother is constantly working around the house to make things neat. She is usually worried with Josh's welfare when he has to go on assignments but Josh is the bread winner.

  • Childhood to Adolescence and Now~

    Growing up with the knowledge of your father being a merchant who usually traveled away from home for work, kinda makes a person cling to their mother. That's exactly what happened to Joshua, and when his father left them when he was ten and him taking Yagami[his older brother] with him, really left only him, his mother and his toddler brother to fend for themselves. His mother had to take care of Drey and Josh so they really worked hard to make ends meet but it wasn't always bad. Josh did get to grow up like other kids and make friends. One of those friends was Issac, the only person who Josh considered to be a Genius. But it didn't end there, Josh made friends with many others, whether it be the next door neighbors or royalty to even a trouble maker from the street corners.

    After Joshua joined the Army he met who he now considers his best friend. But he also jumped a few other ships. For a little while when things got a bit boring, he'd go with a bit of a trouble maker of a friend and they went treasure hunting... yea that ended in a not so good way. It was also while on duty in the army that he met some of the royalty and just how several other things just seemed to pick up.

  • Future Goals~

    As for his future, Joshua simply wants to earn enough prestige and money from his job to both support his mother and to be the best brother he can. But more then anything, his future is still obscure to even himself. Anything can happen and that's the beauty of it all.

PostPosted: Thu Jul 22, 2010 5:45 am


Kyground
Character ID
User Image
Name: Isaac Cole Armine
Age: Twenty one
Race: Human
Gender: Male
Sexuality: Heterosexual


Combat ID

Class: Merchant
Unique Weapon: Sword: Barthandelus; The blade of this sword was forged into steel, being longer than the average sword by a full hand. The blade gets progressively wider as you look to the tip, which is weighted. It has a hand and a half grip.
Primary Weapon: Iron Sword; Your average, every day sword. Common, reliable, the choice of many.
Optional Weapon: Flintlock Pistol; A simple pistol made of iron and wood. Also relatively common.
Element Attribute: Earth/Metal
Skills and Techniques: One-handed sword techniques. Likes to use sweeps but prefers to just use the sword to block and then follow through with hand-to-hand.
Other Items: Uses Treks to get around and possesses a light, magic based shield. Also uses a man-made arcana essence that causes temporary blindness.

Personal ID

Puppeteer: Kyground
Personality: Isaac generally takes things very lightly, whether the person who said something or did something really meant it Isaac will likely brush it off. Though it is incredibly rare, in combat Isaac likes to taunt his opponents as he fights them. When he's happy, Isaac is loud, bold, and impulsive but knows when enough is enough. He doesn't like to push anything too far. Isaac is particularly difficult to anger or sadden, but he cannot stand the thought much less the vision of a girl crying. Lastly, Isaac has an impossibly persistent need to learn and investigate things of interest.
History~

  • Parents & Siblings~
    Isaac is an only child to two loving parents. His mother runs a bakery with his father running a local errand and delivery running business. They're both pretty good at what they do, and are both quite busy. They may reside in a different, smaller city, but they still visit each other occasionally.


  • Childhood to Adolescence and Now~
    Isaac was raised relatively normally, one of the oddities being that he was trained to fight at a young age. This was in the hopes that Isaac would stick around and assist with his father's business in later times. It could be dangerous running throughout the streets of a big city trying to pick up and deliver packages of who knows what and collecting the money for it as you go. As errand runners, they were decent targets. Aside from that, Isaac grew to love learning new things. Working for his father meant that he saw a lot of things. When he was seventeen he moved to Damascus and opened his little shop. He buys what he can and mostly tinkers around inventing for the majority of his days.


  • Future Goals~
    Isaac's goal for life is to find ways to make his life easy so that he can invent other things all day. He wants easy street, and knows that he's going to have to work to get there. But he would also like to make a way or ways to communicate over long distances fast and easy. Runners and caravans just don't cut it for him.


Kyground

Dedicated Smoker

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Dyscordia

Fashionable Lunatic

PostPosted: Mon Jul 26, 2010 2:08 pm


Yo Momma
Character ID
User Image
[Secondary Appearance]
Name: Aria Kalafina Valderae.
Age: Twenty.
Race: Ascended Elyos (Ariel-Luman). A race physically similar to humans, but just born with the ability to control and manifest magic. Some rare Elyos grow wings once they reach a certain level of maturity. The Elyos refer to this phenomenon as Ariel-Luma.
Gender: Female.
Sexuality: Heterosexual.
General Appearance: Aria is a small framed and fair skinned woman, standing about five feet tall. She has wavy, dark blonde hair that drops to her waist. Her eyes are ocean blue during the day, and turn purple at night, normal for every Elyos. She normally wears extravagant dresses, almost always red. Aria, when in battle, wears light armor. It's durable to withstand most attacks, and still light enough so she won't be easily tired out. Aria has ascended into an Ariel-Luman, so she has light brown wings. Her wingspan is about fourteen feet.


Combat ID

Class: Spellcaster & Healer.
Unique Weapon: Lacrimosa - Long sword. Each Elyos has the ability to use magic. But at around age 14, a young Elyos will learn an ability that no other living Elyos has. A year later, the child will receive a weapon that reflects their unique ability. Lacrimosa (pictured in second appearance) is Aria's weapon. It activates only when Aria uses her ability (will be explained later). The sword will glow white, then begin to vibrate and hum like a tuning fork. When in this state, the sword can send out powerful shock waves and cut through the hardest rock with a single stroke. It also has the ability to defend, creating a force field around Aria, or around an enemy to contain them.
Primary Weapon: None.
Optional Weapon: None.
Element Attribute: Light & Dark.
Skills and Techniques: Like every Elyos, Aria can control and manifest earth, water, fire, and wind. More advanced Elyos learn to combine the basic elements. Like using wind and water to make ice, or earth and fire to make metal. Since Aria's ascension, she has been required to learn the balances of Light and Dark. So, Aria can also use healing and defensive magic, as well as curses.

Aria's unique ability lies in sound. More specifically her voice. She can use her voice to send out shock waves, create barriers, give strength and courage to her partners in battle, or even control the minds of the weak-willed. During her 15th year ceremony, she was granted the title Silver-Voiced Nightingale.

-Inspiring Battle Hymn: Aria's voice rises in a song of triumph, and in response, her allies take heart and fight more fiercely. Her allies' strength will nearly double as long as they can hear her sing.
-Terrifying Battle Shriek: Aria's voice rises in a howl that promises a horrible death to her foes. One of her more gruesome curses. Whether she wins the battle or not, the victim of this curse will have a horrific death, whether it happens the next day or ten years from the day the curse was set.
-Haunting Heart-Rending Melody: Aria sings a cascade of notes to arouse an emotion of her choice while focusing her will and essence on her target. Once under this curse, Aria's target will feel whatever emotion she wishes them to feel.
-Voice of the Night Bird: Aria draws a deep breath as she takes the stance for an attack, then shouts a violent kiai ("battle cry"). The force of her call strikes the enemy like a punch. Used to send an enemy flying back.
-Heartsong Mediation: This song enables Aria to form an enduring mystic link to one of the people to whom she is allied with. While in mediation, she can see where her ally is, and to see if they are in good condition. It doesn't matter how far away they are. As long as they are an ally.
-Dulcet Nightingale Form: Standing straight and pitching her voice to reach all of her listeners, Aria’s song rings out with exquisite clarity. So moved are her opponents by its beauty that, as long as they can hear her and are within her sight, their attacks against her causes them to feel extreme guilt and sorrow.
-Aria of Tranquility: Beginning softly in a minor key, Aria’s voice calms every listener who is within her sight. Soldiers drop their weapons, and vicious beasts sink to their haunches and bow their heads. Everyone can still act, but they have no desire to attack anyone, or even to speak cruelly. Most will placidly go about their business, speaking little so they can hear the song better.
-Resounding Songbird's Cry: Throwing her head back and closing her eyes, Aria shrieks an awful cry. Glass and crystal shatters spectacularly, as metal warps and blood pours from people’s ears. This attack affects both enemies as well as allies. Aria will only use this as a last resort.
-Impending Silence: At the end of the world, there will be no sound at all. With a slicing gesture of her sword, sealing her lips closed, Aria cuts off all the sounds around her, drawing forth a small part of the terrible silence to come. They feel isolated, surrounded by strangers and unable to comprehend the despair that has descended upon them. Some sink to their knees; some cry helplessly. Aria's target(s) are free to move and attack, but they will continue to be affected by the curse until they leave the area of effect.
-Harmony in Opposition Stance: Aria plants Lacrimosa into the ground in front of her, and raises her voice in a beautiful hymn. This creates a barrier around herself. Depending on the clarity of her voice, she can alter the size of the barrier to protect her whole group. If others that she's protecting join her in song, the strength and size of the barrier will grow. It's been known for Aria to create a barrier large enough to protect an entire city from a siege with the help of it's citizens.
Other Items: Aria carries with her usually a shamisen and a flute, or other musical instruments.

Personal ID

Puppeteer: Youko Mitsuki.
Personality: Aria is a very well-behaved and caring individual. Most would think that since she's royalty that she is spoiled rotten. Aria is spoiled, but she certainly is not rotten. She enjoys the finer things in life, and does not take them for granted. Aria enjoys going outside of the palace and into the city to entertain people in the square with stories of daring, but clumsy heroes or princesses dressing up as knight to go fight in a far off war. Aria enjoys the company of others, but is used to being isolated in the castle for periods of time. She loves to joke around and play when she can, but also knows when it's time to be serious. She has a strong sense of justice, and is always willing to do what needs to be done to protect those who can't fight back.
History~

  • Parents & Siblings~
    Aria's father is King Dublin Valderae XIV, and her mother is Queen Eris Tomar-Valderae. They are the rulers of Elyosia, the middle and largest of the three kingdoms in the continent of Atreia. Aria is the third youngest of thirteen children, all girls.

  • Childhood to Adolescence and Now~
    Aria is the first child her father had with his new wife, Eris. Aria loves her father dearly, but hates the fact that he kept going through wives just so he could possibly have a male heir. It was Aria that actually convinced him to stop, knowing that Dublin would have kept going until he had a son. It is Elyosian law that if the king can't produce a male heir, then he can choose his daughter as an heir as long as they had already gone through their 15th year ceremony. Aria had always had a closer relationship to her father than the rest of her sisters, so she was the favorite to be chosen, but she was too young. Four months before Aria's ceremony, Dublin fell ill, and even the best healers throughout Atreia could not heal him. Dublin almost chose Galadriel, the oldest daughter, to be his heir. However, before here sister was announced as the next ruler of Elyosia, Aria ascended into an Ariel-Luman. She was immediately chosen as heir to the throne during her ceremony. Later that night, Dublin died.

    Aria ascended only a week before her ceremony. The new ruler was still under depression after her father's death when the great priests from the the neighboring kingdoms arrived to the palace. The two kingdoms, Daeva and Asmodae, have been at war for centuries. Elyosia had remained neutral, even though they knew that if they picked a side, the war would end. However, after the two kingdoms heard of the ascension of an Elyosian princess, both sides called a cease fire in hopes that this Ariel-Luman would be the key to making a truce.

    It's customary for each ascended Elyos to study the balance of light and dark. The Asmodians took Aria first, teaching her the ways of the dark arts. After two years, she was taken to Daeva, to learn the ways of healing and defense. She returned to Elyosia just before her twentieth year, completing her training and resuming her duties as Queen of Elyosia.

  • Future Goals~
    Even though the war between Asmodae and Daeva has ended, there is still tension between the people. Aria hopes to one day bring the three kingdoms of Atreia together to end the violence once and for all.

PostPosted: Tue Jul 27, 2010 12:46 am


BrokenVisions
Character ID
User Image - Blocked by "Display Image" Settings. Click to show.
Name: Haydn An'Dante Cross
Age: Twenty-Two
Race: Human
Gender: Male
Sexuality: Heterosexual
General Appearance: Quite the looker, eh? Haydn is an odd dresser but it matches what he does. He dresses rather flashy to be more popular in the arena, something common among all arena competitors. His armor goes for more of a look rather than defense. Metal gauntlets make up most of his protection but even those are are flashy. A ring or two on every finger over his black cloth gloves. His collar is armored and extends to make an odd shape behind his neck that is, again, for look. His clothing doesn't cover all the way around him, as his shoulders are revealed until the gauntlets take over just under his shoulders. He wears metal discs here and there, all can be taken off, on his back and just behind his hips. Speaking of hips, he wears armor there similar to that of a samurai. His boots are the only thing armored left over after all of this, as the rest of his clothing is all white cloth and cotton. Quick review, his gloves and boots are his only protections besides for the few plates, his metal collar, and the leather armor on his hips.
Haydn keeps his hair to a medium length, all around it hardly makes it past his chin. His brisk, white hair is due to genetics obtained by his mother who was a mild albino. Pictures of Haydn in his childhood would show him to have black hair, slowly getting gray after the age of eight. He wears body paint under his eyes and gear shaped drawings on his shoulders. They are merely for the arena, and doesn't often wear them outside of battle. While Haydn wears body paint, he doesn't have any tattoos showing. Whenever someone remarks about the body paint he jokingly replies, 'You should see the tattoo on my butt'.
Haydn is six foot, basic height is all he is concerned.


Combat ID

Class: Bounty Hunter and Arena Ranker {Rank 6th}
Unique Weapon: 'Ars Arminius' {Gun Group, Oriental Style}
A dual set of revolvers. The handle connects to the gun itself as the barrel reaches down. In that section there are little areas that are cut out and hold special arcana essence called Ars Magus, a relatively new form of Arcana.Using his own aura and energy he can form a razor blade that runs down the gun. It floats an inch away from the gun and it is formed just under the barrel. It is as long as his forearm, perhaps a little shorter. The second grand feature of these guns are the bullets themselves. While the bullets are nothing special, how they are used are. The revolvers only have room in a cylinder for six shots each, each chamber has room for two bullets, meaning he can fire off twelve bullets per gun before having to reload. The trigger is ring shaped so Haydn's trigger finger fits right in. The trigger fires either way it is pulled, so Haydn can fire off quite a few shots quite quickly by doing a back-and-fourth motion while firing.
Primary Weapon: Steel Scythe {Scythe Group, Oriental Style}
Purchased from a blacksmith on a custom order. The scythe is made of steel, a metal that is usually revered for its sharpness and its hardness though it grows increasingly tough to sharpen because of that hardness. Again for look, Haydn made sure the alloy it was tainted in a way to blacken the steel. You're able to start the process of blackening steel using black oxide in a hot and cold method. Only one blacksmith has been able to make this, as he was an alchemist on the side, so Haydn makes it a point not to break it as it is not replaceable. Secret note as well, heating the weapon will cause the oxide to continue to burn and the blade will become blue. The only way to remove this is to completely remove the outside layer of metal. Although tough to do, it only turns blue enough that scratching the scythe with a nail would remove the blue. Basically paint that can't be removed by water. The amount of heat that this would require is incredible, so Haydn shouldn't worry too much unless the enemy brought a blast furnace onto the field.
Optional Weapon: Iron Sickle {Scythe Group, Oriental Style}
Simple hand sickle that folds into its handle which is about the size of a regular baton. Haydn plays around with this, spinning it around and doing neat little tricks with it. Bladed on both sides but not exactly razor as he tries to keep all of his weapons.
Element Attribute: Soul
Skills and Techniques: Haydn weapon set suggests something. His aggression if high on the battle field and his speed is unrivaled but with no defense he needs it. Haydn focuses on keeping the enemy away, trying to close the fight with a single shot from his Ars Arminius. In the case they should get close, Haydn uses his skills with the scythe to literally flick them away. He is always precise, always aiming for critical or lethal points, and always trying to end any encounter as quickly as possible.

Techniques- {Haydn's Movelist. He starts with three basic moves and more are added as they are learned or introduced. Most will involve his Ars Arminius, however he has a few scythe tricks as well}

Type XIII: Revlover Blast
-A simple shot of energy from his aura using inner focus. Deals a decent amount of non-elemental damage but has quite the recoil. Has a small radius explosion effect.
Type XI: Optic Barrel
-A soul-based move that fires multiple bullets in a single shot. Up to five extra bullets are fired made up of energy. The bullets aren't out to hurt as the extras deal little damage but to confuse the enemy as an optical illusion. Though only the real bullet does much damage it can only do as much damage as a regular bullet shot. This move has a low damage output but requires very little energy for Haydn to use so there is no downside in using this illusion.
C6
-A tricky move meant to confuse the opponent. Haydn fires off a few bait shots to trick the opponent into moving the way he wants before landing a precise hit. A weapon technique that require no energy but his weapon must be loaded to use.

Other Items: Haydn's Air Board acts as most of his transportation. He keeps a communicator on him whenever he needs to be contacted, either a notification from a Bounty job or even the date and place of his next arena match.

Personal ID

Puppeteer: BrokenVisions
Personality: Haydn is, and quote, an eccentric, sadistic son of a b***h, probably said by anyone who has had the pleasure of meeting this bloke. But that is probably referring to his arena persona. People also describe him as energetic, ready to move onto the next thing. They believe him to have an overactive mind, always coming up with the most creative ideas and plans. When it looks like the battle is turning on him, he comes up and surprises them. This is all just speculation from his public appearances. While he is a showboat they miss his more caring side. On his downtime his is a much calmer person. Laid back to the point people would call him lazy. He loves to speak his mind but always makes sure his has points to backup anything he says. While caring to his friends he is cold to anyone he dislikes and makes that clear.
History~

  • Parents & Siblings~
    Youngest in his family of a mother, father, and an older sister by two years. The arena has always been in his family's life. His grandfather was one of the few people who invented it. When the old grump retired his son took his place. His father rode with the top five until he met the love of his life and then too retired from the arena. When his daughter was born, he was sure that it would be the end of it. They took up a livestock farm and started to live peacefully. The last Cross to ever join the arena had retired. Or at least they had hoped.

  • Childhood to Adolescence and Now~
    Soon Haydn was born. Father was worried about raising a son as his own childhood wasn't great with his own father. Nonetheless, the father tried to his best. As the boy grew he constantly was trying to prove himself to the father who almost seemed to ignore him. Nothing it seemed was good enough for him. As they grew it seemed the children chose their paths. His sister decided on being a herbalist. A healer. Even the father seemed proud. Haydn sought to better himself and find what he was really good at.
    In his early teens Haydn started taking lessons from his grandfather who thought that Haydn needed to learn to fight. Haydn's father was upset and stopped the lessons but Haydn we curious to know why. Some investigation later he learned of his family's fame within the arena, based not even a few towns away. Haydn decided he had enough and at the age of sixteen left home with his mother's consent. His father didn't find out until it was too late. Haydn said nothing of where he was going or what he planned to do. He imagined he would just become a soldier or something. In an Inn he met another young man to join the military. They spoke for hours and planned to make the trip to the recruiter together but Haydn then left in the middle of the night. A few days after he was robbed blind left with nothing. It brought him a hatred for crime so it was probably his inspiration for his job. He boarded with a retired Bounty Hunter and did jobs around the house. When he turned eighteen he made the trip to get his license.
    Haydn didn't feel like his righteous job was enough. He wanted more. And not just money. He wanted fame, he wanted glory. He wanted to prove himself after all those years. remembering his father's path, he sought to overcome him. Haydn started fighting in the arena, slowly climbing the ladder.

  • Future Goals~
    After all those years, Haydn only wants to prove himself. Only five more arena matches until he is ranked number one all the stress feels like it is caving onto him. To be like his father and his father before him, to be a king of the arena is all he needs now. But after his selfish quest for glory then what? Haydn hopes that winning this will solve that answer itself.



DeResolutions
Captain

Quotable Lunatic


Talon StarDrifter

Aged Citizen

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PostPosted: Sat Jul 31, 2010 5:05 pm


Talon StarDrifter

Character ID
User Image
Name: Elliot Ilfracombe
Age: TWenty-three
Race: Human
Gender: Female
Sexuality: Heterosexual
General Appearance: Elliot is of medium height with long pink hair that reaches down to her lower back. Her hair is usually up in a ponytail of sorts, and her thick bangs frame her face evenly. Elliot's skin is usually pallid and cold to the touch, and dark circles perpetually ring her grey eyes. She maintains a bored expression during most situations, even when she's angry, excited, or sad. Her teeth are spotlessly white, despite the pipe she always had clamped between her lips. Elliot has spider-like fingers that usually sport ink stains and red spots that look suspiciously like blood.

Elliot usually wears an ankle-length off-white dress that trails off in the back but cuts off at her thighs in the front, with a black overshirt that displays her family crest on the back. The dress's sleeves are tattered and worn, as is the train, though the fabric is actually quite durable. She keeps a red sash tied about her waist where she also ties her weapons belt that is secured beneath the sash. Her two weapons dangle from this belt. Black leather boots are her typical choice of shoes.


Combat ID

Class: Necromancer
Unique Weapon: Abaddon - Abaddon is a spear made from bones. Several different dragon bones of varying length comprise this powerful spear, and it is held together by magic. It is extremely durable and can only break in the most extreme of circumstances. When not in use, Abaddon appears to be a small dragon's knucklebone, making it easy to carry around. With a few magic words and the right strokes, Elliot can unlock Abaddon's true potential, transforming it into a spear that looms over Elliot's medium frame, the head pulsating and crackling with dark energy. It deals massive damage to anything holy and can inflict curses and poison on normal enemies.
Primary Weapon: Elliot's primary weapon is a feathered bone blade as long as her forearm. The bone is of mysterious origins and is very much a dark item. It is easy to wield and can inflict serious damage with its sturdy serrated blade.
Optional Weapon: None
Element Attribute: Dark
Skills and Techniques: Raise the Dead - This is a very complicated spell that can only be completed using a small amount of blood, incantations, and drawn runes. Elliot can raise any skeletons from small animals to humans, though it is easier to control the skeletons of many smaller creatures. Larger animals take more energy. While Elliot can raise the dead, she does not truly bring the dead back to life. The skeletons of the deceased are merely under her control and the former spirit of the dead is not involved. Her minions are mindless slaves whose strengths depend on Elliot's.

Elliot usually depends on her undead minions to fight for her, but she does know a handful of dark spells.

Nosferatu - Spell Vampirism, where damage done to target heals caster
Doom - Puts target to sleep and casts a life-ending curse
Cerberus - A shadow hound appears and attacks the target for a brief space of time
Flux - Medium dark spell, use of shadows to inflict damage

Other Items: Elliot carries a variety of tiny bones and vials of questionable liquids tucked into a pouch hidden in her sash at all times.

Personal ID

Puppeteer: Talon StarDrifter
Personality: Elliot is very calm and keeps up a bored facade at all times. Inside, however, her mind is always racing, trying to think one step ahead. She doesn't like to let things startle her, and has developed a backbone of steel. After all, she frequently has to deal with gore and violence in her line of work. Don't make fun of her name, or she'll set some undead hounds on you. Unsurprisingly, Elliot has a rather grim and dry sense of humor, though she's not really one for laughter. She does know how to smile, though, and if you try hard enough, you'll coax it out of her. Overall, she has an easy-going personality and isn't easily ruffled. However, when she is practicing her art (as she calls her necromancy), Elliot loses the bored front and becomes cruel and heartless. It's debatable whether this is her true nature or not.
History~


  • Parents & Siblings~
    Elliot grew up in a roomy house with two brothers, a mother and a father. Her father's father, Jorge, visited often, and he was the one to teach Elliot her craft. Her brothers Mark and Cynric were uninterested in it, preferring cleaner, healthier work. Elliot's parents were not necromancers, but they encouraged their daughter to do it, even if they didn't like it. Women in their area usually end up in whorehouses or in the kitchen, and that wasn't the kind of life they wished their youngest to lead. Elliot's brothers have very little interest in their sister, and she barely acknowledges their existence.

  • Childhood to Adolescence and Now~
    Elliot was introduced to necromancy at the ripe age of seven. When she saw a dead body for the first time, she promptly poked it and asked her grandfather why it wasn't moving. After that, Jorge completely immersed her in training, visiting her home to give her lessons five times a week. Elliot studied hard, and all her work paid off when she made her first "resurrection" at thirteen. Her grandfather praised her enormously, and her mother even cried a little. Elliot was never sure if they were tears of happiness or horror, but she never had the courage to ask her mother. Jorge doubled the training sessions from then on, taking Elliot to live with him for convenience.

    Due to her unnatural abilities, Elliot kind of repelled all others her age, sometimes even getting harassed. Her parents could do nothing for her, since the other kids' parents were of like mind. Jorge refused to help, instead opting to see what Elliot would do to help herself. After a week of bullying, Elliot got fed up and set some undead rats on her attackers, and she hasn't been bothered since. Of course, she did get the occasional glare or warding sign after that, but she was confident that her point had been made.

    After her grandfather died, Elliot inherited all his books, notes, spells, weapons, and undead allies. She then moved to the neighboring city of Damascus at age twenty to do her craft. Not many people are eager to dabble in the business of the undead, but when they do, Elliot makes sure to milk them for all they are worth. Whoever said death wasn't a lucrative business?

  • Future Goals~
    Elliot really has no plans beyond her dinner for the night. She knows she'll have to take up an apprentice at some point, but until then, her future is totally up in the air. A home away from the city is definitely on her mind, though she doesn't know when she'll be able to manage it.

PostPosted: Tue Aug 03, 2010 2:58 pm


Thorthelordofawesomeness


Character ID
Name: Aerithan Erdenlichte Lionsblood
Age: 47
Race: Meta-human
Gender: Male
Sexuality: Heterosexual
General Appearance:Unarmored Armored


Combat ID

Class: Grand Crusader {Arena ranker; rank 1, Current champion.}
Unique Weapon: The Aegis of The Vigilant {Shield Group, Western Style}:
A great round shield emblazoned with the symbol of The Crusader's Oath, a great eagle with spread wings clutching a skull in it's left talons and a sword in it's right, large enough to easily cover the chest of a wide man. This shield is gifted to all those in the order that rise through the ranks enough to achieve the title of Grand Paladin by the Grandmaster himself. The Shield itself is actually a powerful weapon as well as a defensive force as the arcana infused into it provides it with the ability to ward off most magical assaults and furthermore sends out high energy shock-waves when struck by arcana.
Primary Weapon: High Templar's sword {Sword group, western style.}:
A sword about three and a half feet long imbued with Fire and Lightning arcana. A standard issue armament for The Brotherhood of Righteous Vigil who pass the trial of fire and earn the title of High Templar. The sword itself when forged is alloyed with triple portions of blessed Light arcana so as to enhance it's power against unholy and demonic creatures. After forging the blade is engraved with the oath of the vigil and later the name of it's owner in holy runic script. It is fashioned to have two arcana slots in addition to the arcana forged into it to allow for ideal adaption to whatever situation is at hand and to allow individual sword styles to develop as the blades are used.
Optional Weapon: Knight's sword {Sword group, western style}:
Your typical sword granted to those knighted before the king. It is simple in design, a flat double-edged battle blade that has four arcana slots at the base of it with no outstanding hilt. A standard issue weapon for the imperial military.
Element Attribute: Fire
Skills and Techniques:

White flames - Drawing his sword across his shield causes the blade to ignite with sacred fire. I don't think I need to go into more detail about this.

Wrath of the Heavens - Channeling the power of his sword, Aerithan can fire forth lightning from his holy blade that smites the unjust and the corrupt.

Sheer power - Aerithan's training with the chapter of steel gave him special precision with the distribution of his own weight in the swing of his blade. As a product of this, Aerithan can literally throw the entirety of his two-hundred forty-eight pounds of muscle mass into his strikes which adds an extra kick in battle. Add the staggering weight of his heavy power armor which weighs in at five-hundred eighty-one pounds and you literally have sword-strokes that can cleave through solid steel and shield bashes that can send half-ton blocks of solid rock flying. This of course limits how fast he can move about.

Shield mastery - Aerithan has held a shield in hand since before his father's death. As a result, his proficiency with it is legendary and he can use it just as well as any sword. He is also able to raise it to meet almost any blow and ward off near any assault. Given the mystical properties of the shield itself, this provides him with a near impenetrable defense.

Other Items: He always wears power armor which he cares for himself having received special training for the maintenance of power armor when he was far younger. He also carries with him a blessed relic in the shape of a pendent, an eagle's claw holding a bright white sphere. The last thing he carries is a hunting knife that his grandfather passed down to him. He also never travels without his war-bike which is equipped with a phase-laser cannon controlled from the seat, the eagle of the Vigil is emblazoned into on the bike on the wheel guards and the main armor.

Personal ID

Puppeteer: Thorthelordofawesomeness
Personality: Aerithan is incredibly stalwart and loyal to his comrades and allies, being the kind of man who will only leave his fellows behind if he absolutely has to. Honor is often found to be the governing moral behind his actions and necessity after that. He is often reckless but at times can be quite cautious making him incredibly unpredictable.
History~

  • Parents & Siblings~ Aerithan's mother was an imperial citizen of Azorith of rather high class but ultimately no one to speak of in detail. His father on the other hand was a Paladin knight-brother of The Brotherhood of The Righteous Vigil and passed on the philosophy and discipline of the order to his three sons. Aerithan was the second in line of birth, his older brother and himself taking after their father very quickly. His elder brother Alrich joined his father in the order as an initiate at age fifteen and Aerithan followed him at age eleven. Young Gehrend would take up an apprenticeship at the order's smithy instead and become quickly adept at the forging of weapons and the weaving of Arcana.


  • Childhood to Adolescence and Now~ Aerithan joined the Brotherhood at age eleven alongside his brother Alrich who joined at age fifteen. He studied alongside Alrich under their father who had assumed full personal responsibility over their initiation and training. Aerithan was raised with the best education his father could afford, quickly becoming strong, and skilled in the art of combining sword and shield in combat. He was inducted early from initiate to knight-brother and took the oath of vigilance a day sooner than Alrich. He elected to join the chapter of steel which specialized in the use of heavy armor in battle. By the time Aerithan was twenty, his father and brother Alrich had been laid to rest by a group of slavers. Aerithan was struck down by grief for a time until Gehrend roused him from his deep depression by stating that they would not approve of the ease by which his resolve was broken. With the leave of his Chapelmaster, Aerithan then set out to better himself, undertaking a personal quest for half a decade to hunt down and destroy all traces of the slave trade in the imperium that he could find.

    After gaining a reputation for himself as a relentless force of justice and laying thousands of thugs, lowlifes, would-be assassins and criminals to rest either in the hands of the law or the bosom of the earth, (A series of acts that earned him many a promotion in the Vigil) he returned to seek a place in the arena to better improve his proficiency. He has remained there ever since, battling his way up to the rank of champion and earning himself a large fan base. He has held championship of the arena for twenty-four years, having been crowned champion by his predecessor when he retired. Aerithan has defended his championship over two-hundred times from various aspirants. He lives comfortably in his two-story ornate mansion and drives a heavy chapter-supplied war-bike. He partakes in arena matches every other Wednesday and all in all is a happy man.


  • Future Goals~ As with all those of the brotherhood, Aerithan desires no more than to remain uncorrupted by the demonic powers and serve out his oath until such a time as he either dies or the Grandmaster sees fit to free him. On a personal level, Aerithan seeks to put his name forward as the most prominent master of sword and shield in his lifetime and thus far has been able to do so, having held the position of arena champion for over twenty years.


Thorthelordofawesomeness
Vice Captain


Clockwork_Creep

Dangerous Lunatic

7,150 Points
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PostPosted: Tue Aug 03, 2010 4:15 pm


Clockwork_Creep
Character ID

Name: Armon Greggori
Age: He was 23 when he died, which was a few years ago.
Race: Former human, now a Ghost.
Gender: Male.
Sexuality: Heterosexual.
General Appearance: Armon is capable of altering his ghostly visage, but he usually appears as a rather plain looking human, but a faded, light blue color.


Combat ID

Class: Ghost.
Unique Weapon: None.
Primary Weapon: Short swords and knives.
Optional Weapon: Whatever his host body is using.
Element Attribute: Dark.
Skills and Techniques: Armon is capable of possessing other people. If the vessel is willing, possession is simple, should it resist he has to fight against the power of their soul for control. He is able to interact with some physical things, but it requires a great deal on concentration. He is immune to physical attacks while in his ghost form. Should a host body he is possessing be attacked, the body will take damage and die, but he will be fine. He is very susceptible to magic.

Armons life as a thief and a looter means he has acquired a vast knowledge of monsters, legends, traps and treasures.

Other Items: Armon possesses one item, and he can't even keep it. It is an amulet of great power. The gem stone in the center changes color based on nothing logical, so it seems. Depending on that color, different things happen to Armon as his soul is linked to the amulet. Most of the colors seem to do little, but the color red is very, very bad.
Personal ID

Puppeteer: Clockwork_Creep
Personality: Armon is a restless soul. Even in death, he wanders the world, trying to see as much as possible. Good thing for him he's bound to a traveling warrior. He loves a good joke, but has a tendency to take them a bit too far. He doesn't always remember that the Fleshies are more vulnerable than he is. He's greedy too, wanting to acquire vast amounts of wealth, even though he can't use it. That doesn't matter to him. He just WANTS IT.
History~
    [A paragraph for each of these sections please.
  • Parents & Siblings~
    Armon grew up the middle child in a poor family of seven kids. He was quiet, patient. He learned through watching. He quickly figured out how to cause as much mischief as possible and blame it all on his other siblings. To his parents, he was the golden child. To his brothers and sisters, he was a terror. His father barely made a living working on a near by farm, and his mother had her hands full with the kids. Armon learned that he was good at stealing, as that was what it took to eat sometimes.


  • Childhood to Adolescence and Now~
    Armon honed on his skills of stealth and treachery. He got mixed up with a thieves guild for a bit, and they recognized the kids potential. Instead of having him work the streets like a common thug, he got taken in by the Dungeon delvers, a group of trained bandits who's goal was to loot ancient treasures. He got very good at this, but at the cost of the rest of the people on his team. With his guild ties severed, he set off on his own, hiring his services to various teams of mercenaries and adventurers, each time screwing over the team and making off with all the loot himself.
    Then he met Joshua.

    They became good friends, and Joshua knew about a very rare treasure. An amulet, forged by a wizard of legend. The dungeon had never been explored, and the two of them set off to do it. Armon made it to the amulet first. The second he touched it, his body exploded with energies, as the amulet possessed him, made him insane as the powers of the wizard tried to make Armons body its new vessel. Joshua had no choice but to kill him.

    With his dying breath, the powers placed a curse on the amulet. Now, the owner is haunted by Armon, who's soul shows some scarring from the whole process. But, he's mostly the same. Mostly.

  • Future Goals~
    Armon has no future goals. He only wishes to cause trouble and acquire vast fortunes that can never be spent.

PostPosted: Wed Aug 18, 2010 5:43 pm


Etcha
Character ID
User Image
Name: Zinnia Askeland
Age: Nineteen
Race: Human
Gender: Female
Sexuality: Heterosexual
General Appearance: Zinnia's body can be described as lithe. At five-feet-and-six-inches, she's very thin and nimble and is rather lacking in curves. She has an average skin tone that darkens in the summer and lightens in the winter. As for her eyes, they are a light brown. Her hair is long and dark, and she tends to let it hang down and do whatever the heck it wants. When she gets down to business, however, she will pin back her bangs and pull the bulk of her hair into a ponytail. Typically, though, she isn't too concerned about her appearance, so long as she is clean and clothed.


Combat ID

Class: Formerly an assassin / currently a wanderer
Unique Weapon: None
Primary Weapon: An average, fairly light-weight katana. There is nothing special about it, and Zinnia only makes use of it in extreme situations.
Optional Weapon: Whatever is lying around, really. She's pretty versatile.
Element Attribute: Air
Skills and Techniques: Zinnia has developed a few skills from her days as an assassin, though she rarely employs them. If pressured, however, she will make use of her lock-picking abilities and extensive knowledge of pressure points. She's also quite the little acrobat, and her ability to escape from most situations is helpful, too. As far as battling is concerned, her techniques are lacking. Fights are definitely not her strong suit.
Other Items: Zinnia's katana is infused with a man-made arcana essence that will paralyze on contact if the edge breaks skin.

Personal ID

Puppeteer: Etcha
Personality: Due to recent events, Zinnia has made a remarkable transformation from a stoic, insensitive, secretive, and ruthless girl to a mild-mannered, carefree, and cheerful young lady. She enjoys the more simpler things in life and tries her very hardest to see the bright side of every situation. Rarely seen without a smile on her face, she's always happy to lend a hand, and she lives her life with an airy and detached sort of disposition. Zinnia has chosen to forsake the stressful aspects of life and instead wanders about, going wherever her heart pleases. Above all, however, she is a strong advocate of peace and has not lifted her hand to harm another living being for nearly a year.
History~

  • Parents & Siblings~
    Zinnia was born to a somewhat helpless couple who already had two young boys. They were not very prepared for the triplets that came after that. The first to make it out of the womb was a baby girl (Zinnia), and she was followed by two more squirming sacks of meat, both male. Already stricken by poverty, the last thing her parents needed were three more children to take care of. Not wanting to let the poor things go without a home, however, Zinnia's father searched for someone to take them. He came back with a suspicious man who, unbeknownst to them, ran a somewhat shady business. He bought the triplets for a hefty sum, and off they went.


  • Childhood to Adolescence and Now~
    The man, who went by the name of Douglas, ran a very shady business indeed; he commissioned and trained assassins. His wife, who had coincidentally just given birth to a daughter, dutifully raised the triplets, but the difference between the way she acted with her own kin and the adopted children was very obvious. Her daughter got the best of everything whereas Zinnia and her brothers were forced to struggle from a very early age. Douglas began to train them to fight once they were old enough. Unsurprisingly, Zinnia's brothers were far better at it than she was. However, when it came to the more technical parts of assassinating, Zinnia excelled with flying colors. She also enlisted in the help of a bounty hunter named Joshua Lycas a couple times, earning his friendship in the process.

    At the age of seventeen, Douglas sent her to kill an old-time rival of his, as he believed that Zinnia would be the best for the job. Although she succeeded, it was only just barely, and she left his home in the countryside badly injured. After losing consciousness, she was found by a passing monk, and he nursed her back to health. When she was well enough, he began to teach her his pacifistic ways, which were alien to the cold-hearted girl. All it took was a few days to convert her to his ways, though, and Zinnia left his company with a new look on the world. She never returned home and instead set to traveling the world.


  • Future Goals~
    At the moment, Zinnia would simply like to see more of the world. She figures that once she's grown tired of wandering, she'll decide what to do next. She's not a big believer in long-term plans.



Etcha

Anxious Fatcat


Alice Laine

Beloved Dabbler

PostPosted: Wed Aug 18, 2010 9:29 pm


Alice Laine
Character ID
User Image
Name: Farris, L Telka
Age: 19
Race: Human
Gender: Female
Sexuality: Heterosexual
General Appearance: Farris is average height (for a female), has auburn eyes, and long silver white hair. She dresses traditionally, even though she herself is not necessarily traditional. Her air commands a presence, a presence she doesn't always find welcome.


Combat ID

Class: Witch, Shapeshifter
Unique Weapon: Ashe; a necklace that acts similarly to a wand. It channels and amplifies Farris’ magic. However, it’s primary and most unique attribute is that it takes a natural ability and turns it into something more, much more. In Farris’ case, it allows her to communicate with, and manipulate, animals.
Primary Weapon: Spell book of Witchcraft.
Optional Weapon: A silver knife.
Element Attribute: Soul.
Skills and Techniques: Shapeshifting --- Farris can transform into animals, the technique is simple, however the initial price is high. In order to shapeshift into an animal, she must first obtain the animal’s soul. Unfortunately, this results in the animal’s death. So far, she can shift into a mouse and a hawk. When she transforms, she usually retains some of her physical features, whether it is her eye colour, hair colour, or both, is by chance. Farris is also well versed in witchcraft: curses, protective spells, medicine, you name it. However, all these spells require at least an incantation, usually further accompanied with an object, a combination of herbs, or both. Thanks to Ashe, Farris can also manipulate animals to her will, but she usually avoids this.
Other Items: Due to the nature of her magic, she often carries a number of herbs and other trinkets.


Personal ID

Puppeteer: Alice Laine
Personality: Farris is a true double edge, her personality often teetering between black, white, and a very complicated gray. Most commonly, Farris acts as if she is emotionless, being very calculating, critical. However, Farris can also be quite caring, sweet, and gentle. This is apparent in the way she is with animals, and her twin brother. Her most drastic side is that of compassion, the side that arises when something she cares about is in jeopardy. At those times she can become adamant, unforgiving, and frankly, a little scary.

History~

  • Parents & Siblings~

    Farris is the youngest child of a family of four: Two older sisters, and a twin brother, older only by a few minutes. Her parents were ecstatic about having twins, bequeathing them with the same names alternated: Farris Lyone Telka, Lyone Farris Telka. Apparently, it was a family tradition.

    Her father was the heir to an estate and a fair amount of money, however upon falling in love with her mother, he was forced to relinquish his fortune. His parents wouldn’t accept a witch into their family. Instead, he took up farming, then business, eventually coming to his own; a living more modest than what he was used to, but that provides a good life for his family.

    Her mother comes from a long line of witches, and has a keen sense for medicine; A useful skill for a mother of four. She understands what her husband gave up for their family and doesn’t want it to be a waste. She is nurturing and kind… And probably makes the best tea you will ever taste.

  • Childhood to Adolescence and Now~

    When Farris was born, her parents knew by the colour of her hair that she would be next to inherit Ashe, the family heirloom, for she would be a powerful witch. However, Farris was not aware of this until later, granting her a relatively normal childhood; carefree and fun. Witchcraft was part of her family, therefore it was something all her siblings got used to at a very young age. It was after adolescence that Farris began to realize that she was different… Her abilities were different. She picked up new spells faster, more naturally and her capabilities far surpassed her sisters’. This didn’t sit well with either of her elder sisters, and Farris was often confronted with mixed feelings of envy and awe. Her brother, on the other hand, was always there for her, her constant support, as she tried to be for him.

    Growing up, Farris also had a keen affinity for animals, often making friends with a shy robin, a lost dog, or a curious mouse… Much to her parents disapproval. At sixteen, she was bequeathed Ashe, and things started to make a little more sense, yet much more complicated. None of her family really understood the true extent of her powers, or what Ashe did for her. Only her brother knew she could shapeshift, however, she never told him about the price. Farris, having no teacher (the previous user of Ashe having been dead for centuries), was forced to learn a lot on her own.

    Farris still lives with her parents, second eldest sister and brother. However, if things go as planned, she will be moving away from home soon.

  • Future Goals~

    Short term, Farris just wants to get away from her parents, move out, work, travel, experience the world. Ultimately, she would like to discover why she was chosen by Ashe, her purpose, what she was meant to accomplish, if anything.

Reply
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