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Black Company: The 10 Year Old Guild - CLOSED

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Tags: Role Playing, Mercenary, Technomancy, Magic, We are the champions, deal with it 

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Jim Hensley

PostPosted: Sat Apr 08, 2006 10:19 pm


Name: Kronkz Skullkrush

Age: 39

Class: Berserker

Race: Ogre; the Juggernaughts of War

Personality: Kronkz is a morbid monster! Literally! He perfers to listen to the shrieking cry of a wounded animal as he sinks is crooked, bacteria infested, jagged, fangs into it's still living flesh over anything else. Though not particularly bright Kronkz still knows quite a bit about nothing.

Weapon(s): Battle Axe; Long Sword; Claymore; Great Morning-star; Razor Shield; Scimitar; War Maul; Kukri

Weapon Location(s):
Battle Axe/Claymore strapped to his back.
Longsword/Scimitar strapped to left hip.
Great Morning-star/War Maul strapped to right hip.
Battle Kukri strapped to lower right leg.
Razor Shield strapped to back when not in use/left arm while in use.

Abilities: Swordsmanship; Axemanship; Macemanship; Necromancy; Juggernaught

Swordsmanship:
Whirlwind: Summoning the power of his ancestors Kronkz can produce a typhoon of high speed winds to bowl his opponents over. This attack can only be produced with the slender strength of a sword (claymore/longsword/kurki)

Dance of Blades: Dance of Blades is more of a buff/enhancement than an attack. Years of training as a bladesman has left Kronkz a rather useful ability. Calling back on his youthful training Kronkz can actually increase his natural agility to better help avoid those nasty attacks.

Axemanship:

Bone Cleave: Bone Cleave is a single, energy based, attack that follows the path of the axe's swing. The attack is designed to dismember it's target, though has been known to shatter bones without actually breaking the flesh.

Macemanship:

Earth Shake: Using the sheer force and the weight of the weapon (hammer/mace) Kronkz can actually produce seismic waves that can upheave the ground, shaking the very foundation of the area around him.

Thunder Clap: Imbueing his weapon with the strength of the Ogres, Kronkz can produce a violant, earth shaking, tremor where ever he hits. This is particularly useful when fighting larger foes who do not dodge very much.

Necromancy:

Life Tap: Drawing the very life force, whether dead-undead-living, Kronkz can restore his own wounded life energy.

Unearthed Servant: More of a cheap trick than an actual combat assistance, Kronkz can use his weak understanding of the Dark Arts to bring forth a skeletal squire armed with a basic, although rusty, longsword and buckler. This little guy is extreamly frail and can fall apart when punched hard enough.

Juggernaught:

Rage: Rage is one of Kronkz's more useful abilities. Drawing forth all the pent up anger of his kind, Kronkz can infuse his body with extreme speed, strength, agility, stamina, as well as become more resistant towards attacks, magic or physical.

Hunker Down: Through some undescribed force Kronkz is able to enhance his defense, physical and magical, by trading his speed. While Hunkered Down Kronkz cannot run.

Battle Chat: Though silent to the ears of all else, any Juggernaught of War caught within this dull chant is infused with an increased strength, speed, and over all fighting prowess.

Weakness(es):

Resist(s):

Biography:
PostPosted: Tue Apr 11, 2006 2:33 pm


[ Message temporarily off-line ]

Cole Eastcott


DustyMemory

PostPosted: Tue Apr 11, 2006 9:35 pm


Name: Poe Hunteh

Gender: Male

Faction: Freelance

Race: Human

Age: 233

Allignment: Nuetral

Personality: Secretive and distant, reclusive and violent, volatile and perfected.

History: Magically altered at a young age, the Hunter set off on a quest to capture the supernatural spirits that warped him. Such is only half done for revenge, since in actuality a lot of money is made from selling the captured creatures. Directed rage and a lust for money drive him, and are all that can really be noted in his past.

Any weapons/armor you have:
x2 Custom issue Ghost-touch pistols.
Flaming extendable Battleclaw (Chained)
Magical bottles (Containers)
Multi-purpose magically augmented cloak


Specialty: Hunting supernatural creatures.

Any battle skills/magical powers you have:

Whirlwind-
By expending all the ammunition in both clips simultaneously, the Hunter can perform a variety of twists, turns, and at times even jumps to unload the ammunition at all the targets within a close range. This flurry of gunfire is often amongst a variety of quick manuevers, and is often witheld for the times that he is caught surrounded. Such a technique has to be used sparingly however, since it requires a rapid succession of firing which leaves both pistols dry.

Sledgehammer-
Using the pistols in pairs, the Hunter can fire two shots at once on controlled rapid attacks. The attack can be varied, ranging from one burst of two shots, to a group of shots after shots. This technique is similar to whirlwind except that it can be controlled, and is used on a single target at a time. Due to the precision of the aim and the more attuned relationship of firing, this attack hits much harder than it's cousin.

Maelstrom-
As the name suggests, this attack is a devastating storm of fire and lead. Combinging the strength and finesse of the sledgehammer technique with the speed and ferocity of whirlwind, Maelstrom is made in order to call down absolute annihilation. Trained hands withhold the steady recoil as the guns buck, flaring loudly and deafening all but the steady thud of one's heart. THe technique is designed not only to empty all the bullets in both guns, but to empty as many rounds as physically possible. Often it seems nearly surreal the way the attacker spins and ducks, firing and reloading in such a seemless manner that the carnage seems endless. Like whirlwind, this attack requires considerable ammo.

-X-
On command, the Hunter's battleclaw can become wreathed in flame. This alone isn't too amazingly useful, except for the fact that this ghostly flame can attack incorpereal creatures as well as shadow-formed creatures. The flame though wispy acts as a solid, kind of like a burning exoskeleton to reinforce the claws against ghosts and the like. In addition to this trick, a length of chain entwined into the gauntlet the battleclaw is mounted on can serve as an anchor. This allows for the battleclaw itself to shoot forwards to a length of 20ft, and to hit a target with considerable force. A simple projectile in this state, the claws serve only as a piercing weapon and do not function as an operable hand.

Snatch-
Using a long-lost technique of the ethereal policing forces in the dead cities, the Hunter is capable of capturing a soul, spirit, or other such creature within a glass bottle. Anything that is supernatural and can alter it's shape will fit into the bottle, the cork of which will keep the occupant stuck inside. Though these bottles are hardened, attacks from outside can break them, inside, they are nearly invincible. This is to ensure that a ghost thinks long and hard before it admits defeat, and enslavement.

The Cloak-
The Hunter's cloak serves an extensive variety of uses, which is easily determined at first glance. The wispy, tattered remains of the cloak allow him to shadow-walk, as well as levitate. Furthermore, it hides his aura, alignment, and face completely even in full light or inspection. The cloak can also serve to form light armor, and serves as an extra-dimensional space to hold extra bottles or clips of ammo.


Character Flaws: The Hunter will do anything if the price is right. This leaves him open to be taken advantage of, and leaves him often untrusted. Furthermore, this leaves him with very few allies to call upon.

The Hunter is mortal, human, and is only lightly augmented. His enhanced age causes emotional pain and continual degredation of sanity, as well as recklessness and a slow decline towards evil.

Appearance (Description or pic):
At first sight, the Hunter is perhaps not a man at all. He seems very much to be the very wraiths he hunts, enshrouded in a writhing mass of shadowy tattered dark cloth that seems alive. A black void fills the hood where a face should be, two bright glowing yellow slits marking the spot of eyes. Two dark high-tech revolvers are brandished, and on his right hand is a chromed battleclaw gauntlet. His left hand is gloved in dark material, just as the rest of his body. What little bits of his body aren't constantly enshrouded seem to be sporting a western or archaic style of dress.
PostPosted: Mon Apr 17, 2006 3:51 pm


Woot!

=============================================
Name: Leahpar
Alias: Leah

Gender: Male

Faction: Chaos

Race: Tanar'ri

Age: Unknown

Allignment: C/E

Personality: Demons are violent, vicious, and lawless beings who live only for chaos and destruction. Leah is all this and more. He is strange and sadistic, clever, stealthy, and murderously insane. He is personally motivated by gaining more power, but doesn't mind random death, destruction and mayhem for the sake of it.

History: A demon of medium age, Leah has done well for himself over the years. No longer classifiable as a common demon, his unique body and powers have landed him in the ranks of the elite. Thanks to a small mistake by a mage of no small power, Leah was summoned into his cricle instead of another of his bretheren. The mage, not realising that he lacked the required true name of a powerful demon, attempted to concerce Leah's services. The mess this demon left in the mage's tower has since dubbed it the red stones keep. A reliable book on demonology will list Leah as a resident of the 570th Layer of the Abyss with close ties to Demogorgon himself, though they will make note that these are the demon's own words uncompelled and unproven.

Any weapons/armor you have:
Alzoll's Hand: When Leah took Alzoll's sword of lightning he took his hand and most of his arm with it. Through twisted demonic smithery and magic The Balor's apendage had been fused with the weapon, creating a sinister sword of dark energy with the demon's claws for a crossguard and bones for hilt and base of blade. Alzoll himself could not be reached for comment on whether this story was true.
Rast Claws: These long thing limbs are multi-jointed and have 360 degree rotation. Many an enemy has been caught on the tip of these dagger-like arms and died before they rightly knew what hit them.
Nercophagic Armor: The Necromancer Al'tuk was first commisioned to build his famous cannilbalistic necromantic golems, the Necrophage, by a cabal of powerful Demons. Leah claims to have been one of them, and the surgical implants of thick bone in his chest, shoulder, thighs, and upper arms seem to reinforce that claim.

Demonic Grafts and Implants:
Necrophagic Armor: Extremely thick bone plating implanted just below his already tough demonic skin.
Pit Fiend's Skin: In addition to the scar heavy skin of his own, Leah has grafted strips of a Pit Fiend's skin onto his own. This grants him armor and a slight resistance to fire and poison.
Remorahz Veins: Thin veins from the skull of this ice dwelling creature detect minute vibrations in the ground, grafted into Leah's cheeks they afford him the same tremorsense.
Rakshasa Lobe: Lobotomizing these cunning and vicious creatures proved a boon to Leah, as the lobe in their brain that controls their shapeshifting and detect thoughts ability proved easily transplantable.
Rast Claws: These long thin blood red limbs make a nice addition to Leah's own powers. Implants in the armpit and chest cavity store an extra appendage on both sides. The single sharp claws now act like scorpion stings for unwarry enemies, draining blood and essence.

Specialty: Draining souls and essence for power.

Any battle skills/magical powers you have:
Special Effects
-Demonic Prowess: While in no way a master of martial arts or any other fighting style, Leah can crush a man's weapons and then rip him into tiny gory pieces without much effort or hold him against a wall with one hand while he deals with other threats.
-Lifetap Aura: (Negative Energy Effect) It is unknown whether this ability springs naturally from him or is a welcome affect of his rampant addiction to demonic surgery and grafting. Extending approximately five feet from his body is an aura that slowly saps the strength from living creatures. This aura can be intensified through touch contact. Short contact with this aura provokes exhaustion and weakness. Extended contact provokes severe pain and aging. Prolonged contact provokes death.
-Taste of the Necrophage: Similar to the skeletal golem he has taken parts from, Leah can devour the undead to reinforce and repair his own body. This effect is limited to the quanity and quality of the undead he consumes.
-Deathtap: (Negative Energy Effect) Leah can kill things simply by holding them and pumping death into them as well as by draining life out of them. Unlike the lifetap aura this effect is restricted to touch contact and provides no benefits to Leah. Used more for the quick kill than the Short contact provokes severe sickness and pain. Anything else provokes death. Deathtap can also be used on undead as if it were Lifetap.
-Devour: Once Leah has killed something, he can devour its essence (the "soul" in humans) to temporarily strengthen himself. Bonuses become permanent if a large amount of essence is devoured or the essence is particularily strong.
-Demonic Shaper: Leah dabbles in blacksmithery, surgery, splicing, mechanics, and anything else that lets him get his hands into something and create and shape on the physical and magical levels.

Spell-like Abilities: Unlike most demons Leah has no natural spellcasting beyond his list of spell-like abilities, but instead has a wider range of these inbuilt spells. Anyone familiar with D&D will recognize these spells, let me note that they work similar but not always exactly alike.

At will: No materials necessary.
Fireball
Dimension Door
Teleport without Error
Chain Lightning

Spells Per Day: All material components are still necessary.
Wail of the Banshee 1/day
Weird 1/day
Power Word Kill 1/day
Disintegrate 1/day
Mind Blank 1/day
Symbol of Insanity 1/day
Symbol of Death 1/day
Polymorph Any Object 1/day
Teleportation Circle 1/day
Cloudkill 1/day
Refuge 2/day
Energy Drain 3/day
Instant Summons 3/day
Circle of Death 3/day
Symbol of Fear 3/day
Globe of Invulnerability 3/day
True Seeing 3/day
Mislead 3/day
Symbol of Pain 3/day
Cloudkill 3/day
Guards and Wards 3/day
Creation 3/day
Permanancy 3/day
Contingency 5/day

Metamagic: Casting one of his spell-like abilities with metamagic removes its usage for a number of days equal to the spell level increase.
Twin, Energy Drain, Maximize, Maximize, Empower, Silent, Silent, Still, Still, Energy Substitute

Demon Traits
-Immunity to electricity and poison.
-Resistance to acid 10, cold 10, and fire
-Summon (Sp): Other demons only
-Telepathy: Limited

Weaknesses: Like most demons Leah is slightly more susceptible to law based magic as well as cold iron. Because of a number of his grafts, Leah is slightly more susceptible to good based magic as well. Leah has no natural spell casting ability beyond his spell-like abilities and demonic traits.

Character Flaws: He is highly addicted to demonic surgery, occasionally a new graft or implant will be rejected more violently than is usual. This addiction has on occasion caused him trouble with acquiring rare pieces and parts. Leah has made untold enemies on both sides of the war, and while that isn't uncommon between demons, the flaying of a powerful Pit Fiend in Baalzebul's service has bought him the ire of this Archduke. No one quite knows why this act infuriated Baalzebul so much, though it is expected that there is more to the story than that. Lastly, while Leah likes to come across as cool and calculating as a Baatezu; his chaotic nature often boils out, violently.

Demons and Death: Demons summoned to our world cannot be "killed" in the normal sense. When "killed" they explode violently, often destroying everything in a 100 foot radius and are banished back to the Abyss. Demons banished this way cannot be summoned to our world again for 100 years unless brought by unusual circumstances. A demon can be killed on its home plane of the Abyss.

Appearance (Description or pic): Looking mostly humanoid in shape, Leah tops at at nearly ten feet. His skin is a horrid patchwork of thick scars and scar tissue, mostly self-inflicted via surgery. His upper body and thighs buldge almost as if he was wearing football pads, when in fact they are thick bone grafted under his skin. His cheeks are pulled inwards towards his featureless yellow eyes. Rare for a demon, Leah has full head of spiny hair. Some suspect this might be a graft as well, but not one that has shown any particular abilities. His fingers are long and slender, jointed three times instead of two. His claws are relatively short, more like bladed fingernails. Leah may even be able to pass for a large human from a distance, if one didn't notice his feet. These curved ripping talons look more suited for a massive bird of prey than the mostly humanoid demon.

((I'll have a pic eventually))

Cole Eastcott


Cole Eastcott

PostPosted: Wed Apr 19, 2006 9:01 pm


Name: Trip
Race: Bad Dream
Specialty: The subtle manipulations of the human mind.
Affiliation: World of Dreams

Description: A heavily muscled demonic looking creature with a very large mouth full of very large teeth. Its skin is dark gray, its claws are black, its teeth are pearly white, and its eyes glow red.

Too classic of an image for a bad dream?

Special Abilities: Unknown

===============================================

Name: Pleasant
Race: Good Dream
Specialty: The subtle manipulations of the human mind.
Affiliation: World of Dreams

Description: A thin innocent looking girl wearing a white sailor fuku and a laurel crown. She's rather cute with large sparkly eyes and accessories. One of which is a gold colored magic wand.

Too much magical girl anime?

Special Abilities: Unknown
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Black Company

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