View Single Post
Unread 05-12-2012, 05:56 AM   #2
Teal Mage
Political Studies Student
 
Teal Mage's Avatar
 
Join Date: Nov 2006
Location: Canada!
Posts: 1,577
Teal Mage is so pumped up.
Send a message via AIM to Teal Mage Send a message via MSN to Teal Mage Send a message via Skype™ to Teal Mage
RPGs and Tabletops World Primer Part 2 - Character Sheets!

With the main part of the Primer out of the way, this post is for Character Sheets.

New players (and old Players who want new characters) will be making students for the Amaranth Institute for the Gifted who have been recently acquired by Professor Rebecca Landry. It is currently late October - the end of the second month of the school year. You might be transfers from Wizard's academies. Or maybe you were in a different Professor's homeroom. Maybe you were just walking down the street going to a normal school this morning. Either way, Professor Landry now has her talons in you, and there is no escape from Love and Fightology.

Name: Your Character's name. Keep cultural background in mind when selecting this.
Race: For humans, just say Humans. For Non-Humans, put down your specific race. If you want to try and classify it as Half-Demon, Demon (or something more specific, like Ghost, Undead or Greater spirit) put that in brackets. If not, I'll figure that out myself.
Gender: Male or Female, I guess? If you want to play a non-Gendered, Hermaphrodite, Transgender or Crossdresser, I suppose you'd clarify that here.
Aura: You can try to guess at your Aura color - but its probably best to leave this section to me. Its the sum of all your spell hues.
Age: First in appearance, then in brackets, actual age.
Appearance: Include height, build, hair colour, length, typical style, eye colour and skin tone. Typically clothing style would also be appreciated, but it's expected that'll change daily. Players who are demons should use their section to describe how they look when blending into society – whatever that means.

Spells: This will probably be the hardest section. Here's where players will put in a list of the spell templates their characters have memorized. At these stage, each spell will be more of a proposal than a finished product – I'll probably have something to say about everything in these sections. It's alright if you don't quite understand the mechanics behind the spell too – I'll work that out with you once I have the concept/proposal. If you want to try and guess what the spell's colour is, put it after your spell's proposed name and follow it with ‘Elemental, like so:

Proposed Spell Name, <Colour> Elemental.

Here's a guide to Spell Hue classification. If you can't figure it out, don't worry about it.Spell Hues: A spell is considered Yellow when there is no shaping mechanism, or, when the shaping mechanism is physical but located inside the caster. Spells are Red when the shaping mechanism is independent of the caster, metaphysical or immaterial and outside the caster. Blue spells are those shaped outside of the caster, but not independent of them, using metaphysical or immaterial lenses. Green spells are shaped outside of the caster, not independent of them, but with a physical lens. Orange spells are independent of the caster, shaped outside of them, with a physical lens. Spells become Purple whenever Dark magic is employed - whenever something is sacrificed to fuel the spell. When the sacrifice was made only by the caster, the spell is Indigo. When it's made by another, it's Magenta. Should Yellow magic be involved in Dark magic, the spell becomes Lavender. Black spells are instinctive or not viewed as anything unusual. White spells are conscious, but viewed as special and unusual. Colours may also be mixed normally - if a spell draws on both Red and Blue techniques, it's Purple.


For new players, I'd say that you should start the game with between five and seven grade 1 spells. I'll judge how many spells I feel it's appropriate for your character to have once I see your background and proposed spell list. As a rule, the more complex or powerful your character's spells are, the more difficult they'll be to learn and maintain - which means you'll have less spells in total to work with. I'll deal with higher grade spells on an individual basis, but I want to stress they are very hard to learn. You'll need a very good reason for your character to have learned them - especially if they have more than one grade 2 (or one 3+) spell. I'm not likely to give out more than one (maybe two) higher grade abilities, though.

Each of the spells your characters have should reflect on their background. It's appropriate for some of your abilities to be battle-based (say, three of them), but the rest of their spells ought to address challenges they meet frequently in their daily lives. Unless your character fights a lot, most of their skills should be related to hobbies – whether or not they have battle applications is entirely beside the point.

Oh, and a word of caution! It's tempting when designing spells to create far-reaching and highly adaptable abilities. But, under the Landry system, such abilities are usually less advantageous than they seem at first glance. To use an example: Elementalism, the ability to freely control an element. In the Landry system, this ability has been divided in two: Elemental Generation (the ability to transform the caster's Will into the element in question) and Elemental Manipulation (the ability to control the element of question using Will alone). Further, both are subject to very serious range limitations at Grade 1 (roughly arm's length). It's better to select more specific spells, like Shoot Fireball, than to try and rely on broad and extremely adaptable abilities, because the latter group will always have extremely serious limitations on them. This sort of principle holds true for all spells in the Landry system - illusions, shapeshifting, etc.

That said, here are a few examples of spells you might want to consider for your character.

Summoning Spells: In modern times, it's considered eccentric - if not outright illegal - to carry a sword or gun wherever you go. For weapon-users (and Monster Summoners), Summoning Spells are the answer to this problem. Summoning techniques are designed to bring an object or entity normally located elsewhere - be it your closet or another dimension altogether - to the user. Most disciplines have their own variant on Summoning techniques, but they are generally more economic than throwing fireballs around. The standard Summoning Spell is reflexive and allows the user to dismiss and recall their object quickly and at very little cost. If a summoned object is damaged while in use, it is slowly repaired to the state it was in when the spell was originally designed, after it is dismissed. Additionally, summoned creatures registered to this technique are usually smarter and stronger than their natural cousins. However, adding special abilities to a summoned object beyond this increases the spell's grade.

Will-based Ammunition: Projectile Weapons, when summoned, have a theoretically infinite pool of ammunition to go with it. The catch is, each bullet is formed directly from their Will and drains them whenever they're fired. Cosmetically, each piece of ammo glows extremely brightly to the supernaturally sensitive, in a colour matching the aura that spawned them. The ammo, like the weapon in question, vanishes when dismissed. Projectile Weaponry is slightly harder to learn to Summon, as a note.

Surges: Passive Abilities don't exist in Professor Landry. Abilities like 'enhanced strength' are mainly handled through a mechanism called Surges. Surges are typically Yellow spells, which send magical energy to a particular part of the user's body, reinforcing it and enabling the magic-user to perform supernatural feats. Such surges only last for an instant - roughly long enough to strengthen the next action taken. This sort of technique is generally quite physically taxing, however - repeated uses can damage the user quite badly.

Mode-Shifts: Mode-Shifts occur when a magic-user fills their body with supernatural energy for a sustained period of time. The boosts provided by Mode-Shifts are generally less powerful than Surges. Additionally, so long as the Mode is active, the magic-user is unable to new cast spells - unless the spell happens to be designed to work in concert with this mode (see: Compound Spell). These are slightly closer to passive abilities than Surges, in some regards, but they also drain the user's Will very quickly. Note: Shapeshifting is not the same thing as a Mode-Shift, unless the user's attributes are enhanced in their new form. In which case, then yes, it is a Mode-Shift.

Instant Movement: A classification of spells dealing with the near instantaneous movement of a caster from one point to another. Like Summoning abilities, Instant Movement techniques come in nearly all shapes and sizes - most disciplines have a version of them, though not all are equally easy to learn and use. Flash Step - a Yellow technique - is the most commonly practiced form of Instant Movement - it's a Mode-Shift which reinforces the user's lower body enabling them to dash at impossible speeds in straight-line bursts. Though the movement appears instantaneous, its not teleportation - walls and obstacles still stop it. In spite of this ability's obvious advantages, it's usually associated with evasion, travel or repositioning, not combat. While in Flash Step, the user is unable to perceive their surroundings so paths must be determined before the technique is used. Secondly - and perhaps more importantly - the sudden change in velocity at the move's termination leaves the vulnerable for a moment, and unable to react. It also has a high physical energy drain associated with it - repeated uses will quickly tire the user out. Most Instant Movement techniques are subject to similarly inconvenient drawbacks. I've included a small list of other Instant Movements below, but it is far from exhaustive. More details can be provided, if desired.

Non-exhaustive list of examples.Flash Step, Black Elemental.
Magical scholars believe that Flash Step was based on a similar Black ability, colloquially referred to as Black Step. Functionally identical to Flash Step, Black Step is a mode-shift which enables the Unawakened to dash extremely quickly between points - without realizing how fast they're moving. When in use, the Black's perception shrinks until they're only focusing on their goal. The more sensitive among them experience a feeling of everything moving in slow motion - a detail their powers quickly force them to dismiss. Though time seems to pass normally for them, to everyone else, they're almost a blur. In a blink, they're usually at their destination. Generally, Black Step only activates for short bursts, and is actually slightly less quick than Awakened Flash Steps - but the difference is small enough to be irrelevant. This ability has a high physical drain associated, and only activates in response to emotional needs - it can not be triggered willingly.

Flash Action, Yellow Elemental.
An adaption of Instant Movement techniques. Flash Action is a type of spell with enables the user to perform a single, pre-set, action nigh instantaneously. Different Flash Actions are necessary for different physical movements - a vertical slash with a sword and a horizontal slash with a sword would be completely different actions. Adapting Flash Actions are extremely difficult, since unlike most spells, these rely on practiced motions - even slight alterations to stance or the weapon used can throw these off. Has a high physical drain associated, but can be extremely useful. Flash Actions are prominently used in Iaido.

Flash Move, Blue Elemental
A form of Instant Movement most commonly associated with Wizardry and Blue Magic. Flash Move enables teleportation between two spell circles, though places great physical stress on the body - stress which escalates the further the two circles are from one another. At Grade 1, spell circles can only be established within reach of the magician - physical contact isn't necessary, but the caster must be able to touch them, should they desire. If this spell is activated extremely quickly, it leaves the user disoriented and motion-sick. The spell fails if the boundary created by either circle is disrupted or occupied.

Flicker, Blue Elemental
A variant of Flash Move. Flicker creates a single spell circle beneath the caster which, when activated, transports them to a pocket dimension. The user remains within it for as long as they are able to sustain it. Relatively little physical stress is placed on the user of this technique, though the magical strain is high. The basic form of this spell prevents the user from interacting, in any capacity, with the real world while in their pocket dimension. Unless the dimension is altered, it has no air or light within it as well. Adding these things increases the drain associated with the spell, almost disproportionately. If the boundary of the spell is broken while being cast, the technique fails. Alternatively, if the original circle is occupied when the spell lapses, backlash occurs, making it generally unsuitable for melee combat.

Leyline Contraction, Red Elemental
Widely considered the most powerful and impressive Instant Movement, Leyline Contraction is a technique virtually exclusive to high-level Eastern magic-users, like the Enlightened Ominoji. Leyline Contraction enables instantaneous long-range travel between two points of 'sameness,' as easily as taking a step. Most users of Leyline Contraction are limited by geographic formations, but masters of this technique can travel to any location on the planet, regardless of obvious similarities or differences. Generally associated with Eastern magic - lesser forms of this spell are referred to by the same name. Starting characters won't have access to the fullest form of this ability.


Bio: This is where you tell us about your character. Don't give me your life story – try to be concise. But you do need to tell me a little about your character's upbringing, where they learned their special skills (magic, fighting, how to sing like that, etc), why they're in Amaranth and, if they've been here for a while, what they've been up to. This last point may require some collaboration if it involves the supernatural! But a little high school adventure is to be expected.

Clubs: This is the section where you list your clubs! Along with its reputation for excellent students, Amaranth is also known for its uniquely structured classes. Through its comprehensive Club system, the school offers an extremely wide range of electives to students, enabling them to build a very personalized selection of classes - which are each called a Club. All Clubs are extremely intensive and cover a wide range of subject matter, ranging from historical and theoretical aspects of the discipline to more practical concerns and anything else the school feels is related to it. These connections are often remarked as extremely tenuous by students - like learning about geology and soil composition as a Cheerleader. Clubs meet anywhere from 1 - 5 times a week and their meetings can last anywhere between ten minutes and four hours. In order to facilitate this, Amaranth has a full compliment of Club Coordinators who, miraculously, ensure that all students are able to attend most of their club meetings without scheduling conflicts. Homework is also usually assigned on top of meetings, though the quantity and type varies with each club, the average amount of time spent, per week, on out-of-class assignments in four hours.

In addition to Clubs, each student is assigned to a Homeroom Class of 10-15 students (You are in Q-11, with Professor Landry). These begin at 9 am Monday-Fridays, and end at 12 pm, for lunch. Clubs are scheduled in the time remaining until 6 pm, when supper is served. Some clubs continue to meet after 7 pm, but for most students, this is free time. To facilitate practice and homework, some clubs with special facilities, like the Pool, remain open until 10 pm, but most close at supper time. Should be noted that food and meals are supplied by the school free of charge. Students can also request groceries or club materials from their Home Room Teacher, or Club Director, which if approved, will be supplied for free as well.

First-year Clubs tend to be very general, with the intention of exposing students to a wide variety of situations, problems and techniques, in order to help them develop their own preferences and talents. Advanced Sections are more specialized, and usually exclusive to Second years. A current list of clubs may be found below - if you don't see something that you think should be there, say so. Each first year student is required to have a minimum for three clubs at the beginning of the year, but only needs to get high marks in two of them to pass. Four is the maximum. Students may start their own clubs at any time (called Student Associations), with the approval of their Homeroom Teacher. Associations gain full access to school resources in the pursuit of their objectives. The Social Club is the most notable one - Second and Third-year students hang-out in its restaurant-and-lounge often. It has the highest membership out of all Amaranth associations.

Click here for a list of approved clubs (including a handful of established Advanced sections) and associations. Further details about any will be supplied upon request!First Year Clubs:
Aikido: A martial art's club - learn to fight defensively!
Anime: Watch Anime with Professor Landry!
Archery: Learn to handle long-range weaponry - sometimes, in melee combat.
Art: Learn to draw, paint and use other forms of traditional artistic media!
Band: Learn to play an instrument.
Baseball: The Baseball Team. Practice and fitness are mandatory!
Basketball: The Basketball Team. Practice and fitness are mandatory!
Birdwatching: Observe and learn about animals and plants.
Book: Read. A lot. Or else!
Capoeria: A martial art's club - learn the Brazilian Art of dance fighting.
Cheerleading: The Cheerleading Squad! Practice, fitness and prettiness are mandatory.
Chemistry: Learn to mix chemicals! This is also known as the Science Club.
Choir: Singing class. Dancing is sometimes involved.
Computer: Learn to use computers, design programs, and play video games!
Crafts: Learn to build things from wood, metal, leather, plastic and other materials.
Cultural: Learn about other cultural traditions! Professor Shuyin used to teach this.
Dance: Learn the great art of the dance! Emphasis is placed on formal styles.
Drama: Learn to act!
Fencing: A martial art's club - learn to use one-handed swords in the Western Style.
Fitness: A club about learning to live a healthy lifestyle! Annoys everyone else.
Gardening: Learn to take care of plants properly, and about their properties. Also known as Botany.
Home Ec: Learn to sew, cook, clean, and in general, about domestic arts!
Ice Sports: Contains elements of all sports that use ice - like Hockey and Figure Skating.
Karate: A martial art's club - learn the Eastern striking art!
Kendo: A martial art's club - learn to use two-handed swords in the Eastern Style.
Meditation: A very spiritual take on a martial arts club. Become one with the universe and all that jazz.
Mixed Martial Arts: A martial art's club - learn to fight and win any way you can!
Movie: Learn about, watch, and create, movies.
Writing: Learn to Write in various styles, poetry, narrative, song, essay, etc, and about English Literature.
Publicity: Spread the word about the great things happening on campus! Sorta like a Reporting Club.
Riding: Horseback Riding club!
Soccer: The Soccer Team. Fitness, practice and strong legs are mandatory!
Strolling: For people who like to walk aimlessly around the campus, lost in thought.
Swimming: Contains elements of all water sports!
Tabletop: Contains elements of card, tabletop and board games. Strategy is a must!
Veterinary: Learn to take care of, and heal, animals. Closest thing to a medicine program.
Wilderness: Camping club! Learn to survive in nature.
Winter Sports: Contains elements of all snow-based activities - like Snowboarding, Igloo building and Sledding.

Advanced Sections:
Metalworking (Craft/Art)
Shark Fighting (Swimming)
Sculpture (Art/Crafts)

Student Associations:
Social Club
Relaxation Club
Mystery Club
Occult Club
Pop Culture Club
Psychology Club

Further details about any of these will be supplied upon request!


Just to restate, two is the minimum required, four is the max. The school, and I, recommend four. The Clubs you select will heavily influence the sorts of spells your character will learn. Additionally, you can propose a new First-year club if you don't see something your character would be interested in on the list. Alternatively, if your character is already really good at something, you can try to convince me (and the school) to put them into a specific Advanced club for it. I'll only allow one Advanced club – at a maximum – per character, though.

Notes: A section for quick referencing miscellaneous points that need emphasis. Racial weaknesses, non-magical equipment that your character frequently carries around, items that your character's been given as gifts which are magical but have limited uses, special skills or details about their clubs are also suitable.

Relationships: This is where you get to design NPCs for me to add to the world! Pretty straight-forward stuff, give me a short description of characters who would be significant in some way to the one you're playing – friends, roommates, family – and I'll add them to the world. Don't go too crazy here. Oh, and remember, all characters outside of your PCs are under my control in-game.

Click here for the example bio. This is your Class President!Name: Adeline Fletcher
Race: Lab Experiment (Half-Demon)
Gender: Female
Aura: Black
Age: 17
Appearance: Adeline stands at roughly 5'7, with a lithe build of corded muscles from the intense physical training of the Amaranth sports clubs. She has heterochromia – one of her eyes is amber, the other is hazel. Her brown hair is long and hangs down to the middle of her back and usually styled into a long, thick, braid. She changes her clothes, and styles, daily – some of her outfits speak of money, others are pretty worn. Yellow appears to be her trademark colour. Since she enrolled two months ago, she's replaced her old orange knapsack with a standard issue Amaranth sports bag - a cylindrical red-pink bag with white trim and a black shoulder-strap. It has the Amaranth crest - the flower of the same name - on it.

Spells:

Find: Shortsword, Black Elemental
A standard Black summoning technique. Whenever Adeline's in danger and needs a weapon, this ability activates. Under normal circumstances, it subtly warps probability to place an object within easy reach of Adeline which could serve as a sword. The object needs to be logically obtainable in the circumstances – a fallen tree branch would make sense in a forest, for instance, but not in a locker room. In situations where reality has become extremely frayed – usually a result of overt magical displays – this ability brings her prized short-sword directly to her hand. In such cases, her perception will be altered to prevent her from noticing this anomaly. The blade itself is of Japanese design, made from steel, single edged and roughly as long as Adeline's forearm forearm. A strand of yellow leather, which is starting to show some fading from use, is wrapped around the handle. This ability always shows preference to bringing Adeline's sword to her – if there's a logical way for it to be present, it will appear.

Lucky Throw > Adeline Special, Black Elemental
An instinctive ability. When Adeline throws an object, this ability activates and the throw becomes improbably lucky. Projectiles enchanted with this ability have an usually high chance of striking their target, finding weapon spots, being unhittable or, in general, being improbable. Extremely useful for trick throws. The Improbability enchantment only affects the projectile itself – not outside forces or the target's positioning. This ability does not always activate. Chances of activation increase as the seriousness of the situation grows. Additionally, if used at a high state of emotion, Adeline Special gains the ability to shatter, dispel and otherwise nullify supernatural abilities which could impede it – by exploding. The Will cost of this ability varies - the more improbable the throw, the more draining.

Improbable Edge, Black Elemental
An instinctive ability. When Adeline holds a bladed weapon, Improbable Edge activates and surrounds that weapon with probability warping energy, increasing its cutting power to just slightly greater than what its physical peak ought to be. The net effect is generally not very noticeable - but it does give Adeline the ability to nick and damage almost anything, magically reinforced or not. Will is drained by this ability at a constant, but extremely small, rate - which increases if Adeline stress is placed on the blade. Theoretically, with this ability active, Adeline's swords can chop through diamonds - after a few hours of hacking, that is.

Smoke Bomb, Black Elemental
Using the power of Science! Adeline can craft smoke bombs using a secret family recipe. When thrown, these ping-pong sized black balls – which seem to be made of thin plastic – always burst harmlessly, expelling a thick cloud of non-toxic smoke, which smells vaguely of burnt wood. Has no additional properties. Using these bombs has a negligible Will cost, but creating them is surprisingly exhausting – creating three in a single sitting usually makes her pass out. Adeline usually doesn't carry more than one at a time – even with precautions, they have a tendency to break open at inconvenient times. The less she has to worry about them, the better.

As One, Black Elemental
Adeline's been riding horses since long before she arrived at Amaranth. This spell developed from her familiarity with these animals. As One creates an empathic bond between Adeline and a horse she's familiar with, once she's in close proximity to the animal. The bond instinctively carries Adeline's commands directly to the animal, translated into emotional impulses, facilitating a kind of mental communication between rider and horse. Will drain is extremely minor. As One only allows one way communication – from rider to horse. Mental commands do not compel obedience.

Clue, Black Elemental
An instinctive ability. Manipulating both probability and perception, Clue draws Adeline's attention to a particular detail - be it a facial expression, a tone of voice, or a tear in someone's shirt. When activated, Adeline's amber eye glows golden and the pupil narrows to a cat-like slit. This ability seems to activate automatically whenever Adeline would otherwise miss a clue her powers view as relevant to her. The more different the detail is to notice, the higher the Will cost associated is. Clue only finds the detail, Adeline must interpret it herself. It does not force her to consider the detail significant.

Improbable, Black Elemental
An instinctive ability of unknown grade - it's the result of the experiments which led to her birth. Probability is frequently warped where Adeline is concerned - events that are extremely unlikely to happen to other people, both positive and negative, are very likely to happen to her. The outer limits of this ability are unclear, but its effects become more overt and powerful when Adeline is endangered or threatened. Interacts with her own powers - and possibly others as well. As an aside to players, this sort of ability will not generally be allowed.

Bio: The unwillingly appointed class president of Q-11, and possibly its most normal student. Adeline's a girl from Quebec (French Canada). Her well adjusted attitude belays her unusual upbringing - she was raised in a lavish gated community by a pair of mad scientists working for the Ministry of Research and Development, the Canadian government's supernatural organization. Her uncle, a member of the E.S.A. (and a ninja) instructed her in martial arts from a young age - a hobby she stuck with, even after the Ministry deemed her experiment a failure and declined to bring her into the Masquerade.

Prior to coming to Amaranth, most of Adeline's education was handled by private tutors - this is her first experience with a 'normal' school since her experiment was dropped by the government. Unfortunately for her, Amaranth isn't anything like she expected - a fact she's become more or less resigned to, after two months attending the school. Still, her unusual upbringing has served her well in the intense Amaranth clubs - she's taken to her selection like a fish in water. Now, in addition to her duties on the student council, she's the equivalent of the captain of the baseball team (one coup d'ιtat later) and getting to be quite popular around campus. Things would certainly be looking up for her! - if she hadn't been attacked by her jello last week.

Clubs:
  • Baseball Club
  • Fencing Club
  • Riding Club
  • Wintersports Club

Notes:
  • A proficient swordfighter - something her time in the fencing club has only improved. Unfortunately, she's still not very experienced in real battle situations. She seems about average, as far as Fencing club students go.
  • Her preferred position in baseball is pitcher - but she's getting better at batting too.
  • Adeline's taken to carrying her sword inside her sports bag.
  • She's a klutz! But a very lucky one.

Relationships:

Rebecca Landry: The auburn haired, bespectacled Professor Landry. Eccentric, even by Amaranth standards, Rebecca Landry specializes in Love and Fightiology - which apparently means spending three hours a morning lecturing students about her version world history, waving weapons around and letting her students fight her battles for her. Adeline swears the woman is insane - but grudgingly admits her lectures are more accurate, detailed and more interesting than most books on the subject. Her usual outfit, a long, form fitting, white lab coat over top of a min-skirt, single color top and pair of high heel shoes, has shown little variation to date. Surprisingly enough, her reputation for being eccentric isn't taken very seriously by students outside of her class - she seems no worse than any other Professor in the Anime Club she runs. Despite working in Amaranth for ten years, she's firmly in Black territory.

Tosin Mori: A fellow first year-student, member of the baseball team and Adeline's best friend. Tosin's got mid-length white hair, blue eyes, a slim build - which is starting to show some muscle from his baseball work outs - and is of Asian descent. He's quiet, but smart and was the one who pushed Adeline to kick Jay off the team. Adeline doesn't know it, but he's actually a Wizard, with a speciality in wind and ice magic. He takes sports clubs less seriously than Adeline, but is competent enough - even if he relies on magic to keep up with the others. Tosin's also in Adeline's Wintersports club.

Jay Miles: A first year student in Professor Landry's class and the ex-captain of the Baseball team. There isn't much love lost between these two - Adeline can't stand him, and Jay thinks she's a heartless cut-throat bitch. Adeline's perfectly happy never to speak to him again - but less than enthused about his decision to replace Baseball with Archery, and his quickly growing proficiency with a gun. Jay's new found hobby of challenging everyone he can to fights isn't making him many friends around campus - and neither is his unpredictable, intense and manipulative personality. Jay's a short kid with slanted dark brown hair, brown eyes, a wiry build and a slight tan. Its hard to tell what his ethnic background is - seems to be a pretty complicated mix. He's a Black, and outside the Masquerade - but might not be too far from Snapping.

Antonia D'Amour: Another first year student in Professor Landry's class. Antonia and Adeline's relationship isn't very complicated - Adeline thinks she's as crazy as her teacher, and Antonia thinks Adeline's hilariously normal. Toni's a cheerful adrenalin junky who loves a good fight and doesn't seem to take any of Amaranth's weirdness seriously - in fact, she goes out of her way to enable it. Antonia's a girl of aboriginal descent from Canada, with reddish-brown skin, blue eyes and long raven coloured hair. She shares the Fencing and Wintersports clubs with Adeline, and is her superior at swordplay - which isn't surprisingly, considering Antonia's far from above using her magic to cheat. She's in on the Masquerade.


Oh, and here are a list of links to the current PC's profiles! They're not all standardized to the new bio format here yet, but you might enjoy looking at them still! Perhaps they will give you ideas for your own characters? Also, this is another link to the Edupad. I highly recommend bookmarking it, since important things are discussed on it!

Official Landry Edupad
Kohana Akecheta (SinrXIII)
Sean Castevet (Bard The 5th LW)
Jackson Hall (Dracorion)
Johanna Imirsdotter (Arhra)
Shinobu Meguro (Girasol of Chaos)
Dalbhach Nuada (Krylo)
Sao Opallios (Riin Whitewind)
Diana Tear (Steel Shadow)

Now, with all that done, are there any questions?
__________________
I'm always available to chat on AIM and Skype/MSN, so if you've like to speak further with me about anything I say, or just address something to me personally, feel free to add me. I welcome such conversations.

Also obligatory signature!

Last edited by Teal Mage; 06-03-2012 at 02:33 AM.
Teal Mage is offline Add to Teal Mage's Reputation   Reply With Quote