The Warring States of NPF

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-   -   A Nightmare's Requiem: Discussion thread 1 (http://www.nuklearforums.com/showthread.php?t=6855)

Rhiya Ravenwing 10-28-2004 09:21 PM

A Nightmare's Requiem: Discussion thread 1
 
Here's the discussion thread. Please post character sheets here for all to access easily.

Primary Name: Kalia K’reskhan Dasthan (pronounced K-ah-lee-ah Ke-reh-skah-n D-ah-s-th-ah-n)
Alias/Secondary Name: Quicksilver
Age: 200
Primary race: Hybrid Avian, first generation (hybrids can also breed, but she is only a first cross.)
Secondary race: human-polypedal (four winged black unicentaur)
Occupation: Advanced Alchemist
Description: stunning green eyes flecked with silver gaze dreamily out from a pale, strong face. A small black horn juts from the middle of her forehead, locks of black hair falling about, framing her face. The midnight waves cascaded down her back and fades into silver tips. Her upper torso is that of a young woman of barely 17 winters, but her lower torso is that of a slightly-built midnight mare, tufts of white hairs accentuating her delicate and nimble hooves. Two pairs of raven-hued wings jut out from the shoulder blades of her front forelegs, normally folded tightly to her back. They reflect her mood ie: fluffed out when agitated, sleek and elegant when content. Her hands lack the last digit of a human hand, having only three fingers and a thumb.
Personality: Quirky. Quicksilver has a tendency of being very distracted and of fitting in random words into her sentences during an intelligent conversation, and thus confusing the other person. She is very dreamy and constantly seems tuned out, when she is really listening attentively. She isn’t a being of many words, and would rather carry out actions than talk. She also has a very sharp eye and mind for miniscule details, and therefore rarely misses anything (especially if it regards her immediate future)
Equipment: Alchemist’s Wand, Raven Charm, Mist Stone, Utility belt worn around her upper torso waist that holds various unknown concoctions and potions. Explanation of some of the equipment below:
Alchemist’s Wand – an elegantly elbow-length glove of unknown black fabric worn at all times. One of Quicksilver’s own inventions, it is imprinted with miniscule silver wires in elaborate networks and shapes that enhances her ability to transmute one object into another.
Raven charm – A simple waist-chain of obsidian that acts as a summon for her familiar; a raven named Dark.
Mist Stone – A small diamond in the shape of a ring that is secured in white gold around her horn. Enhances the focusing of her mana as well as the healing properties of her horn.
Primary Defining Abilities/magic: Strong defensive magic and moderate healer due to her unicorn horn, and extensive knowledge of herbs. Able to manipulate the physical and chemical properties of most objects, animated and inanimated, depending on their psychic resistance (The more resistance, the more risk of failure). Although not versed in the art of melee and hand-to-hand combat, her nimble hooves and four wings give her speed that is unmatched as of yet, so she can strike more than three times even as the enemy is recovering from the first attack.
Secondary Defining Abilities/magic: Passive mental link with familiar raven Dark that is unaffected by spells, but diminishes over increasing distances. Passive heightened senses due to her unicentaur half and a keen eye. She is an excellent cook.
Background: most of her physical appearance passed down from her mother’s side, Quicksilver lived a double life for 20 years, constantly shuttling between the two races, belonging to both, and to none. It was when she began to learn the art of advanced alchemy and other magic that she really found her place among the other misfits of the first generation of mixbreeds after the apocalyptic Melding. Dedicating her first hundred years towards pure alchemy, she rose quickly and was considered something like a prodigy alchemist. Unfortunately, it was also at this time when she, bloated in pride, created the two most sought-after artefacts in the known world. The Alchemist’s Key and the Alchemist’s Wand, the Wand that is still in her possession. The Alchemist’s Key – a staff that was composed entirely out of solid oxygen particles and with unknown properties – was lost during her first battle for her life, never to be seen again. Wiser after that first foolish incident, Quicksilver vowed to never do such a thing again and withdrew and furthered her studies in Alchemy and defensive magic, excelling at both. She prefers the company of humans rather than her other kind, reasons of which are yet unknown, and spends most of her time within the human community of Catharsis Citadel, which aided in developing her quirky personality. It was at this time that she befriended and was chosen by an extraordinary raven that became her familiar. Linkage with Dark caused the raven to live up to now, an amazing age of 50 for a bird of his kind. It is said that if that link was ever severed, both would die immediately. This has not been proven. Yet.
Quote: “Spazwangle!”

Rhiya Ravenwing 10-28-2004 09:22 PM

Stabbed in the Dark's character:

Primary Name: Kanaul (Can-nal) Ah’sheera (ah-she-rah)
Alias/secondary name: Prince of Darkness, Kanaul of the Ah’sheera Tribe, Kanaul.
Gender: male
Age: unknown, looks 20
Primary race: Human
Secondary race: Darkness
Occupation: Barbarian Dark Lord
Description: Piercing blue eyes gazes out coldly from above a nose that has been broken and fixed too many times. Muscles rippled powerfully from beneath a tanned, scar-ridden pelt. Thin, tight lips, either pulled back in a snarl, or turned down due to the scar that ran from the right corner to the lobe of his right ear, pressed together, holding down a deep resonating voice.
Personality: Cold and detached. Kanaul revels in the darkness that empowers him. He is outright terrifying at all times to anybody else but those that spawn from the darkness itself. Anything that Kanaul finds displeasing to the Darkness he hates with all his passion. Kanaul is savage and very blunt; so don’t go expecting cunning plans coming from him.
Equipment: Completely wrapped in darkness, Kanaul moulds his weapons and items of daily use from the very essence of it. Among his favourites is the Cloak of Neverending Night, the Tide, and the Obsidian Jewel.
Cloak of Neverending Night – formed from the darkness, the cloak actually wraps around the body of Kanaul as skin-tight clothing. As Kanaul walks, the clothing ‘bleeds’ from the shoulders, giving the impression of a billowing cloak. The Cloak acts as both clothing as well as armour, able to harden and soften when necessary, while allowing freedom of movement.
The Tide – A tri-bladed sword that extends it’s dark aura beyond its physical shape. It is his primary weapon of choice, although he is skilled in all other double-handed weapons. The blade’s damaging attacks are devastating, and, if unprotected from the darkness, the blade corrodes flesh and soul.
Obsidian Jewel: when entering territory not yet conquered by the darkness, Kanaul dons clothing and a physical weapon and carries around him an enormous amount of darkness stored in two large obsidian stones embedded in Black Gold.
Primary defining abilities: Kanaul is a high-ranking Darkness Lord, and what is a darkness lord without his army of dark creatures? Able to summon (or mould) a vast army of both weak and powerful warped beasts spawned from the darkness itself, Kanaul is the main fighting force in its advancement against the Catharsis Citadel.
Though, if all else fails, Kanaul utilizes some of his enhanced barbarian skills in war, as listed below:
Mass Animate – gathering the negative, dark energy around him into a visible ball of crackling evil, Kanaul releases it onto the dead and dying of his opponents. The ball of darkness whips out into long tendrils of evil that seek out a corpse and give it temporary life. Mass Animate acts upon dead individual numbers between 5 and 100, and the only way of actually destroying the controlled corpse (who will by now have started attacking their fellow comrades) is by removing completely their physical head and heart. Mass exorcism doesn’t work. Though this ability is draining, it buys Kanaul time to either cook up a larger attack, or make a tactical retreat.
Death’s Touch – coating his hands with oozing, shifting darkness, Kanaul’s short-ranged touch attack corrodes and decays anything it comes into contact with. If the victim is touching him for a prolonged period of time, the touch also corrodes the victim’s soul as well as its body. The touched limb/object will continue to decay and corrode after contact unless it is nullified by healing magic. Even then, it will leave a visible scar.
Black Nova – Using the Tide as a conductor, Kanaul stabs the earth at his feet vertically three times. On the third stab, a circular wave rips outward. Anything airborne is unaffected, whereas anything earthbound is subject to devastating effects that are exactly like Death’s Touch. Dark creatures are unaffected, as the attack is formed from their very essence. Black Nova has a range of a radius of 50 feet.
Necromantic Rage – As a last resort, Kanaul will gather a massive amount of negative energy around him like a crackling shield of black lightning. He firsts unleashes a tide of extremely strong dark creatures to weaken the foe, before his second attack comes into action. He releases the dark power in the form of a massive explosion (equivalent to a small atomic bomb) that annihilates anything that isn’t protected well enough within a radius of a mile. Protected by the ball of darkness, Kanaul isn’t affected by his devastating attack, but his health and strength is reduced considerably, and is a moderately easy target if there are any survivors. It is safe to say that packing a mass teleport spell would be wise when facing Kanaul.
Demonic Roar: propelling his deep voice with the aid of dark energy, Kanaul roars like some hellish beast in the midst of battle. Those that hear the devastating cry are struck with fear. Weak-willed creatures will flee, while those more resistant are paralysed and become easy targets. Others are just shaken, and will fight with less courage than before.
Feed: Always used in junction with Demonic Roar, feed draws upon the negative energy created by the creatures in fear. This way, Kanaul finds an easy way to replenish a depleted stock of darkness when fighting away from the territory of the Darkness. Unfortunately for Kanaul, because of his want to learn more offensive spells and abilities, he has neglected this art, and rarely utilizes it, as it has a possibility of failing.
Secondary defining abilities:
Being in alignment with the Darkness has granted Kanaul a second sight, as well as heightened senses during night time. Though he is a barbarian dark mage, he is skilled in tracking and analysing an enemy’s tactics as well as their moves. Heck, he is able to manage an army. What more skills does he need?!
Background: Little is known about Kanaul’s childhood and lifestyle before he was crowned the “Prince of the Dark Tide”. Driven by self ambition and human greed, Kanaul rose quickly to match the title, and now controls the main assault army and many more. Not much more is known of the man who turned to the darkness to seek power, but it is known that he is waiting for an even more powerful entity.
Quote: [to unknown character] “Together, we will rule…”

Myishi 10-29-2004 09:03 AM

so this is the discussion thread eh? should we post our characters up here or what?

Aeria 10-29-2004 03:49 PM

Alrighty, my character I believe has been mostly accepted, but I've made a couple modifications in the primary abilities category which should be easy to spot. In the effort to save time (As I perceive that we are in totally different time zones), I'm posting my character here now, and will edit to include or change anything, should there still be a need.

Primary Name: Aeria (Air-ee-uh) [Last name unknown]
Alias/Secondary Name: Referred to as Death when she is not around, her 'official' nickname is the White Stormcrow. She prefers Aeria.
Age: 57
Primary race: Anthromorph Cat
Occupation: Magic Weaver / Bounty Hunter / Fighter

Description: She is a humanoid cat, standing on her two paws at five feet tall. She has a long tail, and her entire body is covered in black fur. Her face is mostly human, save for cat ears, and whiskers. She has jet black eyes, and no hair, as fur covers her head. In sharp contrast is her clothing, which is pure white. She wears very little, only a short skirt and strips of cloth acting as a top. She does this not to appear attractive however, she does this because it allows her to have her full natural mobility. Also, she always feels way too hot, like her skin is burning.
.
Personality: Cold. Very cold. Ice is too hot to describe her temperment. Once, she was a happy playful person, but now... she doesn't want to talk about it. Although her appearance could be considered attractive, her reputation, temperment, and obvious power scare off almost all men, and those who aren't quickly learn. At all times she has a passive look in her eyes, as if her mind is off in some distant land. Most things, such as eating, and even fighting she does without thinking, acting more on instinct than decision. Because of this, there are some things she doesn't even remember doing, even if she only just did them. She prefers this, as her memories are painful. She believes in justice, but her own justice. She'll help out anyone who has a need, but if they turn out evil, without a word or thought they'll be killed. But that is all on the outside, on the inside she is a very kind child, a happy, vibrant little girl who loves poetry and music. On the inside, she is a pacifist, to the point of being vegetarian in her efforts to not hurt anything. Rarely though, does this inside part of her shine forth, and only when triggered by something very emotional and important to her. However, because she does so many things without thinking, she contradicts practically everything she truly stands for.

Equipment: Her only weapon is a large two handed sword. This is because it was the quickest and most efficient weapon to learn, and had the most basic fighting style. The simplicity of the style allows her fight on pure instinct. Doing so makes her faster, because she doesn't have to worry about judgement calls, however, it makes her fight in a more berserker style, often hurting friends as well as foes. Beyond this and her clothes, she has pretty much nothing else, no armor, food or water.

Primary Defining Abilities/magic: Fighter mostly. As she doesn't have to think about her fighting she is very fast and efficient. She is also faster because she wears no armor, and is part cat. Her fighting method is to kill off whatever is trying to kill her before it gets a chance to hit her, thus making armor useless to her, which increases her mobility and makes her kill things faster which makes armor more useless. It's a big circle.
Another primary skill is her magic weaving. By this I do not mean that she casts spells, in fact she cannot cast a single spell. She has never even tried. However, she is able to see or 'feel' the base magical flows and currents of the spells of others, friends and foe alike, and she is able to redirect, reshape, split, merge or destroy those flows. This means she can mix two spells happening at once, change the target of a spell, stop a spell, divide a spell, practically anything she wishes. In order to do this though, she must have her hands free. Her hands aren't needed really, but when she was learning to do this she used her hands to 'direct' the flows, and that has become a mental barrier that she has yet to overcome. Therefor, she cannot be fighting and weaving magic at the same time. However, her sword is an extension of her hand, and she can use it to slice magic flows making them quickly fade, or if she so chooses, she can leave her sword within those flows and drain the spells power, then turn the flow into a conduit between her and the caster, draining his power. This 'mana' is then stored within the sword, but she has never had a use for it, as she cannot turn it back into magical flows, and so it merely fades with time. Generally, this weaving is a concious choice, but in dire times when she is at great peril, she does it automatically, even without the use of her hands. To those who are unaware, it is as if she has a guardian angel watching over her.
These abilities make her excellent at fighting against neutrally alligned creatures and people, but become less useful when facing the darkness. Because those who control dark energies must be dark themselves, she cannot in any way manipulate or control dark magic. At most, she can forcefully cut the weaves with her sword, causeing them to dissipate. However, she has does have one tool, which she is only half aware of. As an Anthromorph she, like all of her people, is supposed to have strong defensive magics. Her "Guardian Angel" subconcious self, when exposed to the darkness activates this innate magic, healing her and those whom she would call allies. It works in two ways for now, as follows:
Healing Aura- Works until her inner mana reserve is depleted, and attempts to heal her and any of her allies.
Sanctuary- Once her inner mana is depleted, she draws upon whatever mana is currently stored within her sword, and teleports her and her friends to a safe distance. The possible distance travelled is proportionate to the amount of mana stored in her sword, which increases as she drains mana from others, as well as when she deals damage with the sword. To repeat, these last two abilities only work against the darkness.

Secondary Defining Abilities/magic: Hunter and survivor. She is nomadic by nature, and thus has no home, or food storage, or anything. Everything she owns, which is very little, she carries with her. She has however no bag of any kind, so she has no money, food, or water. She survives off the land, hunting animals, and gathering roots. She'll eat practically anything, and has a vast knowledge of what can be eaten safely and what cannot. She also has a vast knowledge of natural herbs and their healing properties, though she doesn't mix them or turn them into potions in any way.
Because she is so distant on the outside from what she truly is on the inside, she is quite resistant to manipulation of any kind.

Background: She is known as a bounty hunter, and that is mostly what she does. She punishes those who wish evil on others, no matter who they are or what their status is. If she believed that the creator of the universe was doing something wrong, she'd try to kill him without question. She has no last name that is known, and has very few friends. Once she was happy and open, but again, she won't talk about it. This doesn't make her anti-social, it's just that most people are afraid of her because of her icy personality. To her life is nothing, to die no greater than to live, but while she is alive she feels she has a job to do.

Quote: “What is death but sleep? I need not sleep nor rest, only battle.”

Myishi 10-29-2004 10:15 PM

well fine then, since it seems too hard for anyone to tell me, ill just post it up:

Primary Name: Leonidas Ioannis Arxileas (Lee-yo-nee-das I-you-wan-is Ar-xee-lea-s)
Alias/secondary name: Leon, Leo, Yianni
Gender: Male
Age: 420
Primary race: Wilder
Secondary race: N/A
Occupation: Wanderer/ Formerly tribe leader/Shaman
Description: Typical wilder traits. (Read: one large dire wolf) Clearly defined wolf like features covered in a dark ash grey fur. Has black hair, cut short: usually spiking up in random directions depending on the wind. Eyes are usually yellow, but turn red when he uses his precogniscence ability. When the precogniscence wears off, his eyes mist over, turning a pale white.
During battles his cloak is usually inadvertedly cast off, revealing a body chiseled to perfection through constant exercise and training upon both his exposed shoulder’s are a series of tribal tattoos imprinted upon him by the village artist when he became a shaman. They are Wilder characters showing a link between ones body and the spiritual realm, they almost seem to glow when using his ancestral magic.

Personality: Ice cold is the impression he gives at first. Incredibly quiet, liking to spend long periods reflecting upon past events. Despite his quiet demeanor, he is quite sociable, conversing with almost anyone on a broad range of topics. During battle his friendly attitude changes to a raging, remorseless, fighter, taking an intense ‘kill or be killed’ mentality. Many are shocked to see such violence from someone who is usually quite mild-mannered.

Equipment: When traveling, dresses minimally, the only item visible usually being his black cloak, made from assorted materials by an elderly woman in his tribe. Again, clothes are quite minimalist: wearing only a pair of short pants and a vest. (Clothing worn, weapons, the lot) Wears a traditional item around his neck which has been within his tribe for as long as their existence has been documented. It is quite plain, simply a leather strap with a stone set in a pendant. During certain times, such as when he calls up blood magic, or when he uses precogniscence, the color of the stone changes, giving the effect that it is dependant of Leo’s mood. Most times, it is clear. At his hip lies a small ceremonial dagger; it has a gilded hilt set with many unknown gemstones. Its blade, however, is quite small; a Leonidas doesn’t utilize it for battle. Around his claws is a pair of simply designed nekode. (Ninja claws) Made from a material resembling ivory, the claw on his right side is delicately engraved with intricate runes, each holding the soul of his ancestral leaders. This claw only deals minor damage to a person’s interior; rather, it is designed to injure an attacker’s spiritual energy within them. While they lack any extravagant design, their simple makeup has a somewhat primitive appeal to it.

Primary defining abilities:
-Perhaps Leonidas’s most discerning talent is his tribe’s secret blood magic, known as precogniscence. This trait, unique to only his tribe, allows him during battles to see seconds into the future, allowing him to essentially see his opponents next move moments before they make it. This explains his lack of weapons that act as an extension (such as a sword), as they are largely unnecessary, thanks to this ability. It does, however, come with devastating results: After the precogniscence is deactivated, Leonidas becomes blind for a period of hours, proportional to the minutes he spends in precogniscence ‘mode’. For example, if he were to spend 10 minutes using precogniscence, he would spend 10 hours blind afterwards.

- Physical prowess: amongst his tribe, Leonidas was the one of the strongest, yet it was his speed and reflexes that gained him recognition. He was particularly skilled at being able to dodge attacks easily without precogniscence. Rumors even abound of him fighting a horde of thugs while being blinded post-precogniscence, yet he walked away without a scratch.

- Bane of the earth: Leonidas breaks a vial of a secret-pungent smelling combination, known only to his tribe, over his claws, coating them in this mystery substance. It is a quasi-fatal poison, the amount of damage being done proportional to the depth of the strike dealt, although in every case, the enemy is significantly weakened as their reflexes slowed. At the very least, it can cause incredible gastric pain and paralysis, if his hit strikes true; internal bleeding and ruptured organs, eventually bringing death. As the poison is quite passive and slow, it works well in giving Leonidas an even greater edge while using precogniscence, as the opponent’s movements become even easier to evade.

- “Blood Claw”: using a ceremonial dagger, Leonidas slashes his wrists and forms his blood over his claws which then harden, creating formidable weapons. Because it requires a sacrifice from the user, these weapons cause massive damage (both spiritual and physical) to the opponent. These claws are also given increased cutting prowess, slicing the toughest of armors. However, this is limited to the threshold of how much blood he can contain within his body, and blood that leaves his hand forms back into weak splashes of blood.

-“Spirit Claw”: summons up the spirits of his ancestors and imbues his claws with a god-like ability. Though it uses up little energy, it has a short range, though it can be extended quite considerably if he applies extra energy. Those within the nearest vicinity of Leonidas suffer, as the claws tear not only flesh, but the very spiritual substance of the other being as well.

- “Cathartic Rune”: a devastating semi-suicidal attack that targets all hostile creatures/beings within a radius of 50 feet. Lower beasts and weak monsters are utterly annihilated and stronger beasts and monsters are critically crippled, even the strongest creatures are wounded. This attack is only used as a last resort, though, as Leonidas uses up half his blood and spirit energy in the process.

- “Minor Catharsis”: A weaker and modified form of the Cathartic Rune that does not require a blood spell. This only damages lower and weak monsters within a radius of 25 feet.

- “Touch”: When Leonidas’ eyes start glowing eerie silver as he approaches you, watch out! If he comes into contact, the ancestral spirit imbued within him is channeled into the victim and the victim internally combusts due to having two souls at once, and both vying for dominance over the body. This ability is also close-range, and can only target one victim at a time. Note that Leonidas doesn’t have to posses’ eyesight n order for this to work; he simply needs to have his eyeline in the general vicinity of his victim, as the soul will do the rest.

- Assorted earth magic: Largely used to defend through rending up chunks of earth to protect him, Leonidas also posses the ability to soften the ground immediately below an opponent, sometimes plunging enemies knee-deep into soil. His most quaint technique, however, is a self-made spell known as ‘clay guardian’, whereby he infuses objects of Gaia (rocks, soil, mud, etc) with a spirit of his tribe, creating a temporary ally, complete with an earth-forged weapon. The thing is, the soul imbued into the clay doll is of a random ancestor; so the guardian takes on a different personality, weapon and fighting style every time. He can comfortably summon up to three of these at any one time.

- Mother shield: In times of great desperation and insurmountable odds, he has been known to call up minerals from earth’s very core and surround him self in the near-indestructible substance, while also manipulating the outer of this ‘shell’ to spear anyone near him rapidly. This is a second last resort; the last being the Cathartic Rune.


Secondary defining abilities: -Tracking: living in the wild, this skill is self-explanatory. Can track and lie in wait for almost any creature, refusing t give up a hunt for weeks on end. This also allows him to ‘map out’ an area quite well, noticing and memorizing distance to stores, houses, etc, which helps hugely when he is blinded.
- Negotiation: In his tribe, Leonidas was seen as one of the most eloquent, even amongst the elder’s. His tongue has been the cause of many an averted fight.
- Telepathy: can communicate mentally, only with members of his own race.
-“Spirit Wings”: self-explanatory. Calling upon the spirits of the air, he moulds wings of the purest blue that give him the ability to take to the air. However, he hasn’t utilized this ability much, and is clumsy during flight.

Background: (cannot post...freakin word limit :mad: ill put it up later)
Quote: “I always stay one step ahead…literally.”

Rhiya Ravenwing 10-29-2004 11:27 PM

eeep sorry! my comp was down for the rest of the day, and most of today. I'm scraping some time off my busy schedule for this comment.

hmm... what's happened to the others?

Arhra 10-30-2004 05:51 AM

Ta da!

Primary Name: Shiyerial Aranoth Akrilith
Alias/secondary name: Sharak
Gender: N/A, Sharak considers himself male.
Age: 98
Primary race: Shapeshifter
Occupation: Member of the Council of Twelve

Description: Being a shapeshifter, Sharak doesn't really have any defining traits. His form is in an almost constant state of minor flux. He changes between humanoid, anthromorphic and polypedal form, generally deciding off a combination of who he's talking to and the most common of the races nearby. A common trait of forms he adopts is that his eyes and hair are a silvery colour and that he is relatively handsome in appearance. If speaking as a Council member he generally makes his forms more impressive in appearance.

Human: Due to the adventuresome and widespread nature of humans, Sharak often adopts this form while travelling. He is of fairly slight build, fine featured and typically not too tall. Sharak usually means this form to look fairly unassuming, though he may alter it depending on situation.

Anthromorph: When he assumes anthromorph form, Sharak typically takes upon the features of a leopard. His spotted pelt is a fine silvery-yellow with small blue-black spots. He stands a bit above human height and tends to be more muscular in appearance than his typical human form but is still quite lean and has the predatory grace of one of the big cats.

Polypedal: In a polypedal form Sharak often uses a naga-like form. He appears like a slim human from the waist up and like a giant snake form the waist down. His scales are of a bluish-green hue and his face has a distinctly snake-like cast to it.

Sharak is also known to use griffon form as his prefered flying form.

Personality: Sharak has an inquisitive mind. He's an accomplished mimic and enjoys playing the occasional trick. This could have the potential for disaster but he is careful not to offend people in doing so and has a silver tongue which aids him in soothing anyone's ruffled dignity. He finds cities can become stifling after a while though and tends to return to the wilderness for periods of rest. He's generally calm and collected, but in battle he can become reckless.

Equipment: Sharak generally doesn't wear wear any real clothing, just creating it on the spot with his shapeshifter abilities. He does wear a harness to carry his things on however. He tends to clad himself in simple but elegant robes, approparaite garb for one of the Council but if wishing to be unknown wears more utilitarian garb. While traveling he usually just wears light leathers.

Primary defining abilities: Obviously, Sharak's greatest talents lie in his shape changing abilities. He can do an moderate amount of size change and has experimented in creating forms that have never been seen before. He has been cautious with it however, only modifying existing forms and then genrally with traits of another race or creature. He has created certain patterns of forms which he can use without endangering himself. But he hasn't been crazy or desperate enough to attempt to create a complex form from scratch, instead choosing to build up his forms in iterations. He has found that doing it a stage at a time allows for much greater control over shape but take considerably longer and in some cases takes much more energy. Becuase of all of this he rarely takes on these unusual forms, prefering to switch between more normal forms as necessary.

Secondary defining abilities: Sharak has a silver tongue and can be very charming and persuasive when he puts his mind to it. This has served him well when diplomacy is needed but what is not know is that he actually has some skill in mental manipulation. This obscure form of magic allows him to influence the hearts and minds of those around him, sometimes with spectacular results. He can sense surface thoughts and even interefere with the senses of others as well as communicate mind to mind. It also allows him to achieve truly impressive focus when he needs it. He has relevatively minor talents in some of the more general areas of magic possessing illusive abilities, some defensive magics and telekinesis. He's also experimenting with spells that may allow him to alter things other than himself but he has not been very successful.

Background: Sharak spent much of his early life living a relatively cloistered existence. He had shown unusual magical talent for a shapeshifter and due to the rarity of his particular ability he was sent to a remote school of magic in a valley in the mountains. The magic users there specialised in the mind magic and, quite different from the commmon preconceptions of a mage, believed that their students should show physical as well as mental strength.

Sharak took to these lessons well, the day began with mediation then hours of sparring and training as well as carrying out tasks for his teachers. In the afternoon was training about magic. The later afternoons were when he was allowed to go about his own devices. It was a small place and Sharak was the only shapeshifter student there. He did get a degree of envy from his fellow students as he could do the physical tasks with relative ease until the teachers actually made him not shift forms. He often cursed them and wondered why they did that at times but he thinks he now understands. Sharak's natural charisma also helped let him get along with everyone.

As he grew older began to experiment with the limits of his shapechanging abilities. He was very severely warned about it and while he was careful, he did have one or two accidents. He also studied others, trying to add to the different forms he knew, beginning to range further afield from the school on his rest days.

When the time came for him to return home he intiially found the hustle and bustle of a city bewildering. He soon adapted but he sitll likes the wilderness. His natural diplomacy and ability to lead saw him gain in position and he eventually rose to become one of the youngest people to have ever become a member of the Council of Twelve. As a member of the Council he knows something more of the nature of the darkness that threatens to engulf the land. But for now he must remain silent on the subject.

Quote: The future throws its shadow into the past.

Rhiya Ravenwing 10-31-2004 06:47 PM

Alrighty. I'm ecstatic with glee.

So far, I'm recording this whole rp so that I can make it into something equivalent to a mini-story by many authors. It's going so fantastically, even if there hasn't been any action :D

Anyhoo, areyou guys willing for that to happen?

Aeria 10-31-2004 08:02 PM

Absolutely :D That's what I've done to a couple other RPGs, except that they never finished, so I have a few unfinished stories... Sounds good! (Now I won't have to ;))

Astral Harmony 11-01-2004 01:21 AM

By request and of respect...Elnalyn's character data...updated!

Primary Name: Elnalyn Melorette Vahlgamine (Ehl-nah-lihn Mehl-ohr-eht Vahl-gah-mee-neh)
Alias/Secondary Name: Elnorette (Ehln-ohr-eht) (Called this name by her mother. Elnalyn’s first and middle named combined…sorta)
Weapon: Scorpion’s Sting (Poison Effect Trident)
Gender: Female
Age: 13
Primary Race: Polypedal
Secondary Race: Anthromorph
Occupation: Professional Dancer / Fledgling Mercenary
Description: A half human / half flower hybrid with the upper body of a little 13-year old girl from the waist up, and a bizarre flower from the waist down. Human body is a rich pink in color, with Elnalyn’s cheeks naturally rosy. Hair color is a bright red, cut a few inches below her ears, with lots of volume. Only flower-based sexual organs. No nudity taboo. Eyes are ruby red in color and she has a beautiful violet rose in her hair of the left side. The flower side is rather poofy in nature, with rose pink petals that have their own volume and flow around Elnalyn like an actual dress. The petals have pink-red spots and brightly colored edges. The flower contains no leaves. Locomotion comes from obscure prehensile tentacles that push Elnalyn along the ground and can even lift her a few feet from the ground to help her climb stairs, though ladders are quite a different matter altogether. Elnalyn’s practicin’, though!
Personality: Elnalyn has a calm and understanding personality, and is very patient. These qualities wouldn’t be expected of a girl so young, but she carries herself like an adult ever since learning of the other powers that have dwelled within her. However, she has a penchant for being rather forgetful, which can occasionally get her into trouble.
Equipment
Decorative Headdress – A lovingly decorated headdress with a gold band and long, beautiful feathers that is worn only during professional dances.
Decorative Bracelets – Golden, bejeweled bracelets that are worn only during professional dances.
Decorative Necklace – A golden, bejeweled chain necklace that is worn only during professional dances.
Harmonica – Given to her by a prisoner friend during a short amount of time served in prison. Elnalyn cherishes it as a good luck charm, and plays when things aren’t looking good.
Current Finances – Gold earned and stolen that Elnalyn has on her person. She treasures gold and never asks where it comes from. That could be troublesome.
Primary Defining Abilities
Lancer: Wields spears, tridents, and lances with unsurpassed skill. Wields long staves and halberds with considerable, though less than perfect, skill.
Earthen Lore: The ability to conjure up the forces of the very ground she walks on, Elnalyn can summon earthquakes and other disasters at will. She gains and loses the ability to use certain lore when in different areas.
Sol and Luna Lore: The ability to wield sunlight and moonlight to achieve various effects such as high damage attacks and even healing powers. Sol Lore isn’t in effect during the hours of night and Luna Lord isn’t in effect during the daytime. These powers only have a limited effect whenever Elnalyn isn’t exposed to Sol or Luna.
Secondary Defining Abilities
Harmonica Expert (Elnalyn plays the harmonica with superb skill. She earned this skill during a short time spent in prison.)
Li’l Girl Charisma (Cute li’l girls can get just about anything! Elnalyn doesn’t like using her charms that way, though.)
Floral Immunity (Elnalyn, like many of her kind, have some solid immunity to various poisons and negative status effects. Elnalyn’s immunity will surely increase as she grows older, but even at her age, she still carries some resistance.)
Background: Elnalyn has grown up in a family of flower dancers, which is very selective about their gene pool. They only want to breed the prettiest flower-based female Polypedals, and Elnalyn is another lovely maiden born into the household. Before her eleventh year of life, Elnalyn was subjected to rigorous dance training. On the day after her eleventh birthday, Elnalyn is disowned by her own family, a trial in which she proves herself to the family by going out into the world and making a name for herself. She’s done quite well in the two and a half years she’s been out and about, and is adored by many. However, her normal life as a young star changed when she came under attack by powerful creatures from the Creeping Darkness one eventful night. Near the brink of death, Elnalyn discovered the mighty force of earth magic that dwelled within her, and has since recently let her real power be known. With her dancing career all but totally overwhelmed by the necessary to be a defender of the people, Elnalyn has since taken up to being a mercenary, growing more powerful as the months continued on. One day, all of her self-taught power and combat ability will be put to the test.
Quote: “I’m living proof that fate doesn’t exist. People just walk the path of fate until they find their true selves and awaken to a level beyond fate’s control. You’ll awaken, too.”


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