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themightyjello

Captain

Dapper Elocutionist

5,650 Points
  • Happy Birthday! 100
  • Timid 100
PostPosted: Thu Aug 10, 2006 2:46 pm


Character: 2.5
Combat: 3
History: 5.5
Bonus: 0
Total - 11

Wahoozerman
Username: wahoozerman

Name: Alan "Jacknife" Campbell

Description: He stands about 5'8" with semi long brown hair that hangs down and brushes his collar in the back and sweeps down over his right eye in the front. His eyes are green and quick to notice most things. He is slender, he doesn’t have the huge bulking amount of muscle that most battle ready warriors do, but instead he has just enough to allow him to do things like pull himself up onto a ledge or balance upside down on one hand for a moment. His skin is tanned somewhat, but not to excess. On his right hand he wears a ring with the pattern of Celtic knots encircling it. There is also a tattoo of a raven with its wings outstretched on the back of Alan's hand, stretching up onto his wrist. He wears simple clothing, including a white shirt that is just a tad too small for him, forcing his muscles to show a little bit if he is straining them, though the muscles themselves are nothing special. Across his chest is a leather belt that stretches from his right shoulder to his left hip. Another identical belt encircles his waist. His pants are brown cargo pants, well broken in and comfortable. The pants have eight pockets in them, two on the back, two on the sides, two below those, and another pair beneath those. The bottom pair of pockets seldom is used as they are almost always tucked into the tops of his combat boots. The boots are black leather with soles soft enough to bend in order to muffle footsteps, though not to any great extent. In the right boot top there is a sheath for a knife in which Jacknife keeps one of the two knives given to him by Sir Roxsohard, the False Knight. The second knife hangs in a sheath that is attached to the back of his belt. The sheath hangs down about three inches from his waistline, giving him easier access to the knife. Both knives are inscribed with runes along the blades.

Quirks: Out of combat he is usually light and cheerful. He has a sarcastic sense of humor and is constantly making little playful verbal jabs at his friends. He is polite to people he does not know if they seem like a respectable sort. During combat is a completely different matter. He turns serious and analytical, sometimes shouting out orders even if he is not the one who should be doing the ordering. Those who work with him are used to this and take the orders as suggestions, but when he makes one, it's almost always a good one. He cannot stand people who are arrogant or disrespectful. He usually gives people a second chance, but a small second chance. If they mess up the second chance he does not give them a third. He is kind enough not to be a merciless killer, but he is not kind to the point of foolishness. If he deems something a threat, he will take all measures to stop it. When he uses his telekinetic abilities his eyes change from green to a deep purple and take on a far away look.

Equipment:
Percius Arm Guards

Hardened leather arm guards that buckle around the wrist and around just below the elbow. They cover the entire back of the forearm and are slightly ridged to catch any blade that touches them. They are created by the priests in the order of Percius, the militant god of peace. They are created and blessed in such a way that they cannot be cut by anything, though they can be smashed or broken. They also displace any other enchantments they come in contact with, though magic not cast on an item is not affected by them.

Lock Gloves

Abilities: Fabric gloves that have leather on the middle of the palms and running up the fingers. The Lock Gloves automatically lock around anything gripped by the hand and does not release until the wearer releases his own grip on the object. The glove also stiffens the hand, reducing recoil while shooting.

Multi Target Paranormal Assessor

The Multi Target Paranormal Assessor or MTPA (pronounced MitPuh) attaches over the ear and holds a small screen in front of the user's eye. The screen provides readouts on paranormal activity that can be turned on or off along the side of the screen. Its other and main function is that it allows the user to see any magic, telepathic, or otherwise supernatural or paranormal activity. It allows the user to see any magic or telepathy that is currently being wielded, any magic that is preparing to be released, and any magical properties held by an object. It is able to list some magical properties, but it is mostly speculation.

Elemental Resistant Body Suit

A suit made of spongy material that goes on under other clothing. This suit is resistant to heat, cold, and electricity. The suit effectively resists any sort of temperature change over a short time period, but over a long period of time the suit will eventually heat up or cool down. The suit also absorbs electricity and stores it in a small battery, which can be used to charge other devices.

Mental Analysis Booster Headband

A headband lined on the inside with small electrodes that speed up the synapse reactions of the human brain. This allows any human with telekinetic powers to advance his or her ability. This headband does not strengthen the force that can be put out by the user, but it speeds the reaction time and thought process of psychic maneuvers to a mere fraction of a second.

Grappling Wristband

This wristband contains a collapsible grappling hook and twenty five yards of strong nylon rope, capable of supporting up to 400 pounds. When activated, the grappling hook shoots foreword and digs into whatever surface it strikes, the string then retracts, pulling the wearer with it.

Jacknife's Boots

Sturdy combat boots, worn down well enough to be comfortable. They are made to be muffled and make no noise while walking, even while stepping through potentially noise producing areas the boots are extremely helpful in keeping sound levels to a minimum. There is a hidden sheath in the right boot where a knife is hidden.

Kevlar Jacket

This is a jacket made of Kevlar, no surprise there. There are two pockets on each side of the chest which hold various odds and ends necessary to his work, such as lock picks, probes, a fiber optic camera, and small directional explosive charges. This jacket is military grade, so there are plates sewn into it to stop knives, arrows, and swords as well as it stops bullets. The plates are distributed over the jacket, leaving joints so as to not hinder movement while wearing the jacket.

Explosive Belt

This is a simple belt with a knife sheath on one side and six clips on the back for holding canister grenades, three on each side, leaving a space in the middle where he tucks a pistol into the back of his waistband.

Damn Comfy Pants

A pair of old cargo pants, comfy, roomy, easy to move around in, pretty much just a good pair of pants with lots of pockets. The pockets hold all sorts of useful things like pens, paper, maps, and a second friable grappling hook with a rope wound up inside of a small disk. Extra batteries, god forbid your batteries die on you. They are tucked down into the top of his boots.

Cross Belt

This is a belt much like the Explosive Belt. Only this one fits across the chest in a diagonal from hip to shoulder. It holds two small canister grenades diagonally on it.

Jacknife's Jacknives

Why are they called Jacknives? Not Tomknives or Billyknives? That is a question to be pondered for eternity. Not at all like their use, which can easily be found right here. Jacknife's Jacknives are standard issue combat blades, each with a blade of about eight inches and a handle of four. The only difference between these and any other knives is that these are inscribed with runes placed on them by the False Knight Sir Roxsohard. These runes allow Jacknife to control the knives with his telekinesis without using any energy, as well as making the knives impossible to be telekinetically controlled by anyone besides Jacknife.

MP5 Navy, Submachine Gun

The MP5 Navy, Standard Issue is a sub machine gun designed to be held with one hand and stabilized with the other, but is capable of firing and being held with only one hand. The drawback of one handed shooting is the creation of massive amounts of recoil, highly reducing the chance of hitting. The gun holds a 40 bullet clip and can fire at the rate of four shots per second. Jacknife carries two of these, one slung across his back and the other on a strap connected to his belt.

9mm Handgun and Silencer, Standard Issue.

The 9mm handgun Jacknife carried tucked into the back of his waistband. It has a clip that can hold twelve bullets and while not the strongest pistol on the market it has enough power to get the job done. The pistol comes with a silencer attachment which makes the retort of the pistol almost completely inaudible. Unfortunately when the silencer is attached the accuracy decreases slightly as does the power of the pistol.


Abilities:
Natural Abilities

Jacknife is trained in many forms of acrobatics, from long and high jumps to flips and pole swinging. These abilities enable him to reach places most others would not be able to reach as well as climb and fall long distances without being injured. He becomes less able to perform these abilities if he is encumbered by a heavy weight or anything that would restrict his body's movement.

Jacknife is also well trained in tracking and leaving no trace himself. His training began due to his younger years being spent in the forest, then was continued at the hands of the Gaian Military after he was recruited as a scout and spy. It is impossible to track Jacknife when he is on foot through any sort of wilderness unless he is leaving some sort of trail that he cannot help but leave, such as a trail of blood, or if he is moving extremely rapidly.

Due to his training, Jacknife is also very adept at picking locks to get into places that he shouldn’t be in. He is so good at picking locks that he can pick many simpler locks so quickly that it appears to a bystander that he simply took out a key and unlocked it.


Supernatural Abilities

Jacknife has the supernatural ability to manipulate objects with the power of his mind, otherwise known as telekinesis. Jacknife can manipulate objects with combined weights not exceeding 1000 pounds with ease. The drawback is that the more force he creates with telekinesis, the more concentration he has to put into it, leaving his bodily self completely open to harm if he is using his full telekinetic strength. Whenever he uses the telekinesis his eyes turn purple. The mental energies that come from the mind of others make this impossible to use on intelegent living beings.


History: He comes from a small town. He used to go out hunting with his father. His father taught him to be silent and stealthy in order to not scare the game away. After his father died he was still too young to take care of himself. He was taken by a group that was performing research in psychic abilities at a research station called Lockenkie. The organization was military, so he was trained in combat with knives and hand guns, as well as standard issue military rifles. After extensive testing all tests proved negative on any psychic abilities, the organization deemed him worthless and sent him to the regular Gaian Military as a recruit. The Gaian Military quickly discovered that Jacknife was naturally adept at sneaking and reaching places that others couldn't. The military sent him to a special training program that trained all of the military's scouts and spies. It was here that Jacknife honed his abilities to sneak around and to get into places that were near inaccessible. While Jacknife was with the military he was promoted to the rank of Captain. He won a few awards that he never speaks of nor wears while he was in the service; most of them were from the brief war with the Lugarians. It was during the war that Jacknife discovered his psychic abilities and was sent to Jerecho Training Facility. Jacknife was put in command of a small group of supersoldiers, soldiers with paranormal abilities. The supersoldiers were able to hold key points and bases from the Lugarian threat and eventually the Lugarians retreated back into space. Jacknife was later transferred to another specialized branch of the military called the Ordu, where he was put into the Knights of Fortune task squad. The Knights were a group of mercenaries for hire that more often than not worked for the military and the government. It was with the Knights that Jacknife entered Carter City to stop the robots that were rampaging through and destroying the city. Along with Fischig, Nascen, Psyche, and Sol, Jacknife was able to destroy one of the four robots and retrieve its core while other groups took care of the rest. After the Carter City crisis, The Knights enjoyed a short break before being pressed into action to fight the Shade Lords that were attacking cities from their island off the coast. That battle was cut off short by a crisis striking the entirety of Gaia, The Petals of Chaos. Jacknife and the Knights agreed to assist Miss Owle Isohos in gathering the petals to end the crisis. While seeking out the petals, Jacknife was thrown into a heated battle with Sir Roxsohard, the False Knight. The battle between the sprightly young spy and the floating suit of armor raged long into the night before Jacknife was able to defeat Sir Roxsohard by playing a game of catch with a few grenades and a pair of knives. Unfortunately, the defeat of Sir Roxsohard did not yield a petal, but only activated four pieces of a coin that would bring Sir Roxsohard back in his final form where he could be defeated once and for all. Miss Owle Isohos got her petal in the end, but when they put all the petals together the mighty Chaos Viceroy was created. Jacknife and the Knights along with the help of countless others were able to defeat the viceroy and ultimately put an end to the chaos that was terrorizing Gaia. After the battle with the viceroy, Jacknife left the Knights. He drove aimlessly from place to place, trying to find any sort of peace that he could. The chaos had satiated his appetite for adventure for awhile. Unfortunately, adventure seemed to follow Jacknife. He was eventually caught by a messenger who had been searching for him for a month. He opened the letter and read the recruitment offer. A vast renewable power resource had been found, with enough power to provide Gaia with electricity forever. It had been heavily fortified as the scientists worked out how to tap into its uncharted resources. They day the scientists announced that they had found a way, all communication had been cut off from the installation. The project was called "The Eternal Sun," and the mission to find out what went wrong was called "Graveyard of the Eternal Sun." Jacknife accepted the mission and emerged days later with the rest of the team. After the debriefing he left, wandering away from adventure again. When he returned to Barton, his old hometown, another messenger found him, this time bearing a request that he help a village that was in danger of being destroyed by the shades that he had been fighting before the chaos came to Gaia. Jacknife tipped the messenger boy, hopped in his jeep, and set off for the place specified on the letter of request.
((The parts of the history concerning Lockenkie, Jericho, the war with the Lugarians, Carter City, fighting the Shades, the Petals of Chaos, and the Eternal Sun were all RPed, the rest was not.))

RP Sample:
The tires of the dark green Jeep made a grinding sound as they rolled over the gravel and dirt. He had traveled a ways through a pretty dense forest to get here. The Jeep rolled to a stop. Nearby there were large tents and tables set up. He put the Jeep in park and popped open the door before hopping out. The twenty four year old looked more like he was about twenty two. He was wearing a baby blue shirt with a cross that appeared to be painted half hazard across the front and the words "Jesus Christ, Superstar" Written above it. Black sunglasses shaded his eyes as he looked about the area for a moment. He moved to the back of the jeep and pulled out a large duffel bag.

Jacknife walked over to where some men were sitting behind one of the tables. The gravel did not crunch under his boots at it would under a person's who was less careful than he. It was a reflex for him by now to walk quietly. His eyes flitted to each person around behind his dark sunglasses, eyeing each briefly before continuing on to the next one as he walked.

As he approached the table he fished in his pocket for the letter that the messenger had given him. He placed the letter on the table. "I'm here to help you guys out a bit." He said to who he assumed was the person in charge, or at least, he was the person at the table. He grinned at the man and reached his hand up to take off his sunglasses. "There are weapons in this bag if you need to check them for any type of security or whatnot." He said, hefting the bag onto the table and unzipping it to reveal the myriad of technological stuff.


Faction you wish to join: The Settlers.




Username: Wahoozerman
Name: Alan 'Jacknife' Campbell
Faction you wish to join: The Settlers
PostPosted: Thu Aug 10, 2006 8:53 pm


Level 12 (4/5/3/0)

Ikibe
Username: Ikibe
Name: Toshi Aono
Description: A man of six feet and rail thin, Toshi has the lithe and pampered build of an artist. Don't let that fool you however, as his quick and flexible muslces make up for the lack of bulk and defense. He has straight blond hair that falls down his face to his jawline and is cut short in the part. Radiantly blue eyes are set high in a handsome angular face with a sharp chin. He wears plain linen robes belted with a blue sash. The nails on his right hand have been let to grow out and are well trimmed to better play the classical guitar. His hands show wear only from his instruments, but the bottoms of his feet look like they could walk over shattered glass without hesitation.

Quirks: Like most bards, Toshi has the habit of bursting into song, dance, or random jamming at a moment's notice. Additionally, he has a odd two-toned voice and a speaking pattern which is almost as odd. His accent is unrecognizable, but his pronounciation is dead on. Always a free thinker and risk taker, Toshi is accepting of all peoples of all walks of life, and isn't strict in what he describes as "people" or even "life." On a different note, Toshi disdains shoes entirely, and will wear sandals only in the place of extreme prodding.

Equipment: The Puzzle Box: A relatively simple magical artifact, the Puzzle Box serves as storage and stage for Toshi's efforts. Containing an extra-dimensional space similar to a bad of holding this 3x3 feet cube with rounded edges can carry any supplies Toshi may find himself in need of as well as an orchestra's worth of fine instruments. The other magical effect is that of an amplifier. The Puzzle Box weighs almost 300 lbs, and is made of an indestructable metal called Darksteel. Despite its obvious applications as a weapon, Toshi is loath to use it as such for care of the instruments inside.

Instruments: In addition to numerous mundane instruments of all shapes and sizes, Toshi has brought one hell of a ringer into the conflict with him. The Black Bass is an electric bass guitar enchanted to enhance the effects of Dark Bardic Music. A true force to be reconded with, this heavy instrument is only used in times of extreme need. The opposite of what would normally be considered a weapon's weakness, the Black Bass can only be played with a full measure of one's skill and power or it attempts to extract a heavy price from the player.

Abilities: Musician, Master; There isn't an instrument Toshi can't play, and he plays them all well. However, melee combat is something he does... poorly, to say the least.
~~~~~Bardic Music; In addition to the normal buffs and enchancements of Bardic Music, Toshi commands the darker side of this highly specialized magic. Vibrations, sonics, and force are the weapons of Dark Bardic Music. However, like everything else the bard does it must follow the laws of normal music.
~~~~~Limited Psionics; Toshi can levitate the Puzzle Box, and feel the moods of an audience through empathy.
~~~~~Air Walk, Minor; Includes long jumps, slow falling, and the occasional mid-air direction change.
~~~~~Lens Armor; The supernatural ability that makes Toshi a formidable opponent. This armor is invisible to the naked eye and acts as both damage reduction and the amplification of power. There are three levels, single, double and triple layer lens. Single layer is easily made, taking very few materials and less than an hour to form. Double is more difficult, requiring a full day's worth of prepartion and a good deal more materials, some of which are costly. Triple takes nearly a month to form properly, and requires a great deal of materials, most of which are extremely costly. Additionaly, each level of armor can be formed with the "Tinted" or "Reflective" additions to the mold. Tinted is used for hiding one's true strength by making oneself appear less powerful and dimishing magical auras. Reflective sends a portion of the attacker's strength back at them. Both are dependant on the level of the armor (lower level armor's have stronger tinting than higher level, reflective has weaker effectiveness with the lower levels and stronger with the higher.) Tinting doubles time and materials. Reflective quadruples times and materials. Any level of armor can be repaired rather quickly, given completely uninterupted time. When the Lens Armor is destroyed, the wearer takes extra damage. Of course, as the Armor is essentially invisible until damaged destroying it utterly is usually problematic. It requires direct and specific force at all levels except for single layer, in which massive damage may mar the armor without directed attempts.

*Note* Toshi usually keeps a single layer tinted lens armor on at all times.

History: A wandering bard with no specific history or importance on the world. His feet have taken him to every corner of the world and then some, and still he wanders. A man who very well may have seen it all, but still looks. But... a mystery lies inside this simple man. A man with surprising insight into the harsher parts of life. He enjoys the occasional game of Stones, or Chess when the other is not available. He places the pieces with the sure hands of a master, yet loses more often than not. Perhaps... the stakes are simply not high enough for true concentration.

Faction you wish to join: Shades

RP Sample:
~No one knows what it's like
~To be the bad man
~To be the sad man
~Behind blue eyes
~
~No one knows what it's like
~To be hated
~To be fated
~To telling only lies
~
~But my dreams
~They aren't as empty
~As my conscience seems to be
~
~I have hours, only lonely
~My love is vengeance
~That's never free
~
~No one knows what it's like
~To feel these feelings
~Like I do
~And I blame you!
~
~No one bites back as hard
~On their anger
~None of my pain and woe
~Can show through
~
~But my dreams
~They aren't as empty
~As my conscience seems to be
~
~I have hours only lonely
~My love is vengeance
~That's never free
~
~When my fist clenches, crack it open
~Before I use it and lose my cool
~When I smile, tell me some bad news
~Before I laugh and act like a fool
~
~And If I swallow anything evil
~Put your finger down my throat
~And If I shiver, please give me a blanket
~Keep me warm, let me wear your coat
~
~No one knows what it's like
~To be the bad man
~To be the sad man
~Behind blue eyes

The man sits calmly on a large box metal box with soft looking edges. In his arms rests a good looking classical acoustic guitar, nylon strings with a clear ring to each note. Obviously attended to with loving care by the way the man holds and plays the instrument. His clothing is pale clean linen robes belted at the waist by a light blue sash. His long blond hair hangs loosely around his fac, framing the sharp angular features. Oddly enough, the nails on his right hand hand are long and well trimmed.

How did he get there? No one who had een observing the empty rooftop in the ruins could have told you, he just seemed to appear, playing his haunting melodies.

The man continues playing from atop the old house, the haunting, yet oddly upbeat music drifting through the area. He doesn't seem to notice where he is or anyone around him, he's just wrapped up in the music. It tugs at the soul of anyone listening, encouraging them to get wrapped up in the joy of it too.

As people gather, the man must realize he has an audience, because he smiles and the music begins to soar. Any lingering feeling of unease is wash away in the vibrate upbeat tones of his music. It calls to the soul, to the mind, to the body. Rejoice! Lift those feet, kick the air. Let your inner children free and throw your cares to the winds because now is the time to live. Gone is the sorrow of yesterday, gone is the uncertainty of tomorrow. The time is now, and now is the music!

The next song is a full spread of delights for the ears. Lively, upbeat, stately, catchy, wild, and free. The man gives a nod to every beat and tempo he can get his hands on, blending them into a magnificent tapestry of pure unfiltered musical inspiration. As the last notes fade, he shifts his feet out from under him and slings the guitar onto his back where it rests on a servicable strap. He raises his hand in thanks to the crowd, letting their cheers wash over him a moment before letting it drop. That done, he hops off the roof and lands lightly next to the Lord with his knees bend. Straightening to full height for a moment he reveals a lanky rail thin frame and more than six feet of height. He bows, shifting his brilliant blue eyes down for respectful moment as he speaks.

"My lord, it is a pleasure. This one's do be Aono, Toshi."

His voice is strange. A lithing soprano undercut by a deep rumbling bass mixed with an odd accent and an inflection that seems on the verge of poetry at any time. It also seems to echo, or almost echo. His blue eyes sparkle, looking always to be on the verge of song or dance. This man, Toshi Aono, looks soft. But there is no denying the power his music holds.

Owle Isohos


Owle Isohos

PostPosted: Thu Aug 10, 2006 8:54 pm


Level 18 (5/5/7/1)

Nihilistic_Impact
Username: Nihilistic_Impact
Name: Marquis Quintilius de Seigneur

Description:
The Marquis is a slender man of pale complexion, lanky build and is fairly tall for his time, around the neighbourhood of 6'1. His hair is such a dark shade of brown it is nearly black and is pulled back into an elaborate braid that proudly displays his tall forehead that leads to a widow peak; the braid falls down to mid back and he has taken a habit of late to wear a single silver bell tied to the end. Set deep in his head are piercing ice grey eyes, between which is a sharply angled nose, and thin lips that are quick to flash a grin conceal flat white teeth.

Wearing clothes fitting of his station Quin does not often wear the clothes of his land, instead preferring the clothes of his business associates and co-conspirators of the land mass across the channel. A sleeved doublet of dark midnight blue and embroider using black lace tiny pearls glisten in the middle of little star bursts of patterns that adorn his slim chest. While unpaned slops of the same colour flare out from his hips and cinched just above the knees. Underneath the doublet a cream coloured shirt of silk with small ruffles that poke out at the cuffs and neck. Just beneath the knees he wears sturdy boots of black and where flesh could have shown black hosen is worn. Adorning his hands are gloves made of animal pelt, they are dark and soft to the touch but the texture offers a surprising good grip. For formal occasions when he wants to put on all the touches there hangs from his shoulders a black half cape which falls to just his waist. Clinching about his waist is well worn leather belt, studded to provide tiny hooks to hang pouches to scabbards from. Topping out the outfit is a muffin hat of the same hue once more with a moderately size bloom of black feathers jaunting from one side, a small skull motif of silver acted as a pin to hold it in place.

Owning to his station he had multiple sets of clothes, from a black with gold pattern to a midnight blue motif Quin truly and proudly displays the position of wealth he holds.


Quirks:
At first glance Quin is a light hearted individual that enjoys a good time. While the later part is most entirely correct the former though is deadly wrong. While he is a jovial person and known to throw generous parties for all to engage in wild debauchery and the depletion of his ample alcohol reserves there is a darker side to him. Well versed in the ideas of Machiavelli's The Prince, he is a man without scruples. Willing to go to any lengths imaginable to secure his own personal security and expansion of his power he is not an individual to think lightly of. This idea is clear to anyone that knows his past and some guesses could be made of his mental state, from paranoia to megalomania; though a few would even venture to say he suffers from schizophrenia for the episodes he has experienced from time to time. Either way, he is most likely a cold blooded blue blood willing to get his hands dirty.

Equipment:
Armour: Plate armour of knightly fashion and with occult runes inscribed upon its metal is the defence Quin wears into battle; but despite wearing it into battle it does not often stay on as to date whenever he has fought he has fought enamoured. The reason he wears the armour though is that is serves a greater importance to him off of his body.

Quin had stole the armour from a cabal of Champions of Tzeentch and used it against them in his escape. Using his knowledge of golems Quin bound a lesser daemon inside the metal; giving the suit a life of it’s own. Unfortunately Quin can only do the most basic of tasks if the golem is to operate; for Quin must be within eye sight of it and must focus higher thoughts to the control of his puppet.

Sword: The blade Quin uses, and the golem when used, is a long sword of very simple design. Nothing about it is ornate but along the blade is a series of runes that activate when a spell is cast upon the wielder of the sword. In the first action the sword will absorb some of the spells energy, the amount is relevant to how powerful the spell is, in the second action the sword will change the energy, and in the third it will release it in a devastating cut that will even sunder air. After this the runes will stand out and glow for a period no less then five rounds before it may capture energy once more. To attempt to do so before that rest period is up will break the weapon.

Flintlock: The flintlock is the weapon closest to his heart for its deadliness and for how long he has had it and its pair with him. Originally a set of duelling pistols Quin has changed them significantly so that they are more magical then otherwise.

The first is the most normal with just runes inscribed along the barrel and the musket balls. What this does though is create a link between the rounds and the gun and by manipulating this link Quin can control the path the round will take; literally this weapon can fly circles around its target. At the cost of though Quin must focus his attention upon what the bullet is doing or the link will be lost and it will continue in a straight line tell it’s kinetic energy depletes and gravity takes it. Further more it takes one round for Quin to reload before he can fire again.

The second is the oddest; instead of being loaded with powder and ball it holds moulded warpstone. These stones while not as accurate as even a standard flintlock explode upon striking a target. Causing a small localise fireball of corrupted magical fire. Within the weapon is ten rounds of warpstone, once these are depleted it will take extensive retooling and work to ready it for combat once more. In other words days to reload.

Cane: Without it Quin would have a b***h of a time moving about. There is nothing out of the ordinary about this piece of hard wood that Quin uses to help himself move about. It is black and stands a little taller then his waist, the hook of the cane is iron and curved to fit his hand.

Odd ends: A flask for water or alcohol; depending entirely upon the situation, coinage for when you just might need to bribe someone, a pen of which he is very proud of for he can twist it and the nib will disappear; what engineering has developed for the world, a small utility knife, a wool blanket with Nordic designs and a trunk of clothes and items for personal hygiene.

Abilities:
Arcane:
Ki(Contraceptives recommended.): The magical life force that all can utilise if only they have the training and will power to do so. Quin has neglected to do much with it beyond what he learned with Morgan and a few months dabbling with it himself. From those times he has learned the rather basic forces of Ki and can form primitive barriers, though he would never test them against a bullet. About the only things he can do with it is let other Ki users yell things into his head while he doesn’t have the skill to yell back at them over a Ki transmission. Truly the only skill Quin has with Ki is making it so that he can ignore the limp in his left leg for a while; this does however leave him drained and would need to do one of three things. Consume a large quantity of carbohydrates, sleep, or his personal favourite, sex.

Winds of Magic(Thermal blankets recommended.): From the Northlands in the great frozen wastelands stand might gates unto another world, a dimension to endless energy and a never ending display of chaos and entropy as anything is possible with the power of Chaos that are what the Winds of Magic come from. Quin himself utilises only a few of the winds with any level of competence. Those being Hysh; the white wind, Azyr; the blue, and Ghyran; the green. Through these three bands Quin is able to duplicate what some would consider telekinesis. This is the most common ability Quin can perform, though he can use the other bands with a lesser degree of accuracy in that they take longer to prepare and aren’t nearly so potent if he doesn’t take his time. The Winds of Magic do however for their ease of use and almost limitless potential do cost a heavy toll upon the body of a spell caster. For with each new spell Quin casts his internal body temperature decreases and with prolonged use he can become severely sick and may threaten his life.

A full in-depth look into the Winds of Magic can be seen here.

Duplicity and Diplomacy:
Silver tongue, smooth talker, a lucky charm perhaps; whatever it is Quin knows how to talk to people. He might not always say the right thing; but then you can hardly tell if anything is a set back for him. From his days as a member of the court to controlling and expanding what he hopes to be an economic empire to wooing the girl Quin almost nearly talk his way through anything.

Defensive Combat:
What can be said of Quin’s ability to fight in melee, or even hand to hand? Almost non-existent, that is what can be said. And so it is that Quin must strike fast or risk falling in battle, a pro-longed fight is no fight for him as he will lose the momentum of the first strike and fair just as poorly as he did against Fischig. The only fortune is that Quin rarely needs engage in such close ranges.

Offensive Combat:
Guns, firearms, the boomstick; whatever name one calls it people know what you’re talking about. And being ever the devious b*****d he is Quin has learned to use the weapon with a proficiency uncommon for his choice of firearm. Flintlocks, one shot gun powder propelled lead musket balls, a weapon not noted for its accuracy at great range due to its smooth bore; but within it’s range Quin can fire, if given time to aim, with skills of an experience marksmen.

History:
Early Years
Quintilius de Seigneur was born by God’s grace upon the earth in a time of peace for his country, or that is at least the world he knew of. In the country of France(though holding no real life connections beyond the superficial) he was born unto a minor noble family with a proud history of intellectuals and servants unto the Crown. It is a mark of pride that members of his family have held offices as Dignitaries and Military Engineers. The family has held a darker secret though, one that in the future would bring great harm unto Quin; but that is down the road.
His family life is as normal as one could think for a blue blood, privileged yet despite his never knowing his family felt the strong claws of poverty tear at them. At the current time Quin’s father worked as head of a Merchant Fleet yet was failing; just as the blood line was failing, and many took this as a sign that God’s favour of the Seigneur family was at an end.
This idea was only further bolster at the death of his mother when he was only at the tender age of three. From that point on until the age of ten Quin’s only contact with the world were his retainers who raised him in the absence of his father who still pursued the trade of goods, no charter came for him and it was only the money from the family heirloom, wineries, that provided the family with any income; and then most of this was sunk away into useless ventures.
At the age of ten though his father did the wisest thing he could ever do. Humble himself before the Crown and asked that his only son and heir be educated along the side of the King’s own daughter. This was the start that would ultimately throw Quin into the political arena as the King reluctantly excepted the request.

Court
In his youth Quin had only his books to comfort him, they were some how real while people were distant objects that he could only watch through a pane of glass. The Court change all of this and he found himself amazed by the complexity that he discovered. Revelling in this grand discovery he made sure to take whatever advantages he could at his time in Court; and when he broke the passing of fourteen years he claimed his first conquest of a maid.
With this first step he began to truly appreciate the intricacies of politics and knew instinctively that this was were he would flourish. As he grew older his appetite grew and his reputation began to proceed him that a few whispered that he was no better then a whore and that he was a deviant of a most perverse sort; taking pleasure from male and female in all manner of lewd sexual conduct.
Though while he may have fathered a few bastards none broached him over the issue as eyes in high places had taken to watching him. Those that most concerned him were those of the Princesses, despite and even against better judgement she took a liking to him that was borderline insane. For they came from different worlds though they were both noble blood and she was pure while he was despoiled.
At this time another event happened that would set in motion his chance to grab at everything he could ever desire; his father died, lost at sea in a very savage storm.

Grand Plot(Role-played)
Seventeen and alone in the world, the last surviving member of the Seigneur family; and despite it all Quin couldn’t be happier with what was happening. For in his mind a plan was being formed, one that would propel him to a position of importance that his ancestors couldn’t have imaged.
Under the pretence of inspecting his late father’s merchant fleet Quin set out to see the world; it was rather limited and while he learned a number of things it was Britain that interested him mostly. Through delegation and some exchange of what little money was left in the family coffers Quin made contact with the prince. This would prove fateful as both became fast friends of the others and delighted in the stories each other could weave, though Quin told more fiction then fact; but they laughed none the less at the absurdities.
With this friendship that grew through an exchange of letters to an infatuation of most brotherly love Quin was able to attain what his father had failed. A charter, or rights of trade, Quin had come into possession a document stating that his ships would be handling the trading of iron between France and Britain. This elevated him in the court and people were pleased with him; though a few expected darker pretence, most notably the cousin of the princesses who never stopped wagging her tongue of the rumours about him.
But ever did the Princesses love him, despite the whores he surrounded himself by. For by his honour those ladies did he never bed, and while many would utter false that he had indeed lain with them for that was not the case. Nay, these ladies, Joie and Fleur being chief among them, were his spies in a great web of plots this spider was forming. For when else was a tongue loose then after a wild romp of fornication?
Through deception, bribery, threats, and all manner of acts Quin built himself up and by now was twenty years of age and still rising when another act of fortune occurred. The princesses who he held to high, but would never dare seek to tarnish her, was to wed with the Prince of Britain. What fortune was as though God smiled down upon Quin, though Quin had long given up any concept of faith and only played the role of the devout.
The years past and plans were laid out; he was going to do this right, he was going to pull off the greatest of acts. Treason, murder, the chance of exile and even death while plunging his country into a state of war. It was worth it, all for his gain, all for his chance to bring the family back to the light and show them what one could achieve if only they did what was required of them.
Upon his twenty fourth year in life the date was set to happen he threw a party upon the winter solstice and all were invited. There he conversed with wine in hand of the joyous occasion that was to happen and counselled the princesses who held a love for him that she should pursue what was in the greater good of her country; that it was her civic duty in exchange for all the comforts of life that she had due to her heredity.

Mishap(Role-played)
Misfortune did come to his door though, just a few months before his plot could bare fruit he was laid low. His entire world was cast adrift, lifted up in a giant maelstrom of power. Quin was no longer were he once was, though his home and staff within came with him his entire life had been lifted up by some unknown force and had transplanted him directly into the land of Black Amber. A small country, not much more then a village at that point in time, though is sported a number of large buildings for the people that did live there were an arrogant breed, had become Quin’s surrogate home. His first action was to send out his servants and have them collect what information they could, from there he did his own style what he would normally due in a position of uncertainty. He threw a party.

Curse of the Night(Role-played)
A number of folks did show up for the occasion, there was Pale; Lord of Black Amber, Wed and Kia who were lovers and ran the town’s single store, Morgan and Rivven also did make a showing; but of all of those that did come it was Morgan that would have a most profound effect upon Quin.
At some point in the night when the wines were flowing freely and all were gay with joy Quin did take Morgan on a tour of his home. Eventually they wound up in the library that was Quin’s pride and joy and in the middle of that great room upon floor and chair did make love with another man’s woman.
Returning to the party proper Quin gave Morgan a book, which she has not at any point return, met with Rivven, and was to be taking lessons in the manipulation of Ki by Morgan herself.
Within days they had met once more and it had begun with a very basic attempt, through great will power Quin was able to conjure a shield of Ki that was a dark blue in colour, almost black. After that they retired and engaged once more in copulating and plotted old plots for it seemed Morgan had once tried to take over Black Amber.
Upon their next meeting Quin progressed further and gave a display of power when he showed her his collection of flintlock pistols. The actions agitated her to such an extent that she instantly grabbed for the newly loaded weapon he held. Threatening him over his actions Quin remained calm as he had removed the percussion cap and the weapon would not fire. In apology Quin gave her the weapon to keep.
To facilitate a plan of take over Quin promised arms and weapons and to do that he would need a smith and venturing to the soul member that could perform such acts had copies of his flintlocks made by Cloud. Interesting enough a few days latter Quin along with Cloud managed to get Kia drunk of his a** in celebration for something that was lost in the drunkenness, latter that evening Cloud and Quin spent time together upon the beach and there did Quin experience a most profound since of fear as Morgan in some daemonic form swooped over head, though she seemed not to see the two.
Always one to prove himself Quin sought out the husband of Pale, Jay, and challenged him to a fight using pole arms. Ultimately Quin won the fight as it was strictly non-magical and Quin was sorely under-classed in those areas of the arcane. Jay though still claims that he would have beaten Quin.
Quin’s relationship with Morgan advance further and he once thought himself in love, but wanted her to be happy and to pursue her relationship with Rivven over him. In a fateful night of drinking and some outdoor fornication they left each other for the last time as lovers.

New Beginnings(Role-played)
As things would conspire their act would not go unseen. A new comer had spotted them and while her traditional and orthodox upbringing had led her to believe that the two were married she latter learned this was not fact. This person was Chantico, a staunch catholic with little stomach for the perversity Quin displayed.
In spite of this they grew to be friends and it was the simple fact that Quin was open and honest about his debauchery and professed a love for Morgan that allowed her to over look his moral shortcomings. Shortcomings that did not prevent him from playing a most cruel jest on her by seeming to summon a daemon entity into his foyer. The monster itself was just an illusion Quin had managed to produce using a healthy dose of Ki and a rather creative imagination, this would be the first hint that darker things lurked within the man.

Scuffle at the Pub(Role-played)
Meanwhile forces were conspiring to threaten Rivven and Quin was targeted as a likely person to use for their own means. A tall man who’s stature made Quin unwary of the intentions they had for him visited him home with an older fellow carrying several large tomes. In general these books were information on how to construct a golem, something it seemed that Rivven was in-fact an artificial construct of trapping a soul, along with that of a devils, into a preserved corpse.
They were using the books as a means to bribe Quin into their service, the day after they had left Quin ever the opportunistic sort travelled to the pub were Rivven worked as a bartender. Under the pretence of forming a contract to provide Black Amber with a source of ale and wines Quin entered into conversation with Rivven and told him of what was looming a head and they set up a plan.
Within a week a party was planned; but it would be an ambush. With Morgan, Chantico, Rivven, and Quin all in attendance they had their fun until an army of marionettes showed up and opened fire with automatic weapons on the crowd. Quin pulled Chantico to safety behind he bar while Rivven and Morgan did there thing, taking combat to the enemy. The puppets inside were quickly destroyed as Quin began to overturn tables and set up a defensive perimeter held by Quin and his servants.
Holding out as long as they could the pub could not stand under the onslaught of the automatics and Rivven had gone off to fight the silent Giant that had visited Quin days before; there was only one course of action left to perform. Burn down the pub.
Making sure all were out Quin set the alcohol ablaze in a most horrendous case of alcohol abuse known to humanity. Escaping the flames to the streets something horrible happened. The marionettes has formed into a colossal machination of death. In such a desperate time Quin felt the pull of insanity at his mind for the first time and knew that something was profoundly wrong with him.
In a display of gore and a profusion of blood spilling Quin collapsed to the ground as something which he mistakenly called a Shoggoth. In his younger years he had dabbled in the occult as none are supposed to and committed a most foolish act. He had invited a lesser Daemon of Tzeentch into his head, it had lurked for years until such a point in time as Tzeentch had deemed it required to be let loose for some grand scheme.
When he awoke there was only rubble, the daemon had been enough to destroy the monster that had attacked them and their enemies had fled the field of battle. Yet somehow Quin did not feel victorious, on some level he felt as though he had lost a soul he had never believed in.
Thankfully that was the last they would see of them for a while.

Party Proposal(Role-played)
Things returned to normal after that and in celebration for everyone’s good health for coming through such a dark time Quin hosted a costume party. Little did he know that forces were at worked beyond the understanding of mortals. The curse that had original led Morgan to Quin’s arms had been banished and its maligned spirit still haunted the lands tell it took control of Kia, this had a most profound effect for the curse render him a woman as he had so long dressed as his late sister and loved her dearly; but that would come to play latter for the curse had designs of its own and had laid its sight upon Chantico. Poisoned through a combination of iodine and opium mixed into some tea Chantico lost all control of herself and was released upon Quin at the party.
Now a love of sorts had grown between the two and her reluctance to display affection did chafe on him so that when she came unto him in a way she had never before he was wrought with joy at the occasion and ferried away to a remote part of the estate’s grounds for them to enjoy themselves.
Removing all the outer layers of a most glorious of gowns Quin had her down to the final layer when Wed came out of nowhere and took her over his shoulder and ran off with her. Leaving Quin in a state of concern and anger coursing through his blood he sought out Pale who was in attendance so that Wed would be searched for and found. Along with Ultima who had made his first major public appearance the three made their way to the store which served as Wed’s home.
They found him there, with Chantico, what it was he was doing Quin did not know; all he knew was that Wed had bound Chantico to a chair and had a bar of soap in her mouth. The insult of the situation earned the scorn of Quin upon Wed, a grudge which he still harbours to this day as a distrust over the man.
Latter though Quin did the unthinkable, he proposed to Chantico. His concern for her had been so great that he understood the importance she played in his life and she deign to except it; but all that is created does not always last as Quin would learn.

Grievous Wounds(Role-played)
It is said that peace never lasts, and it is even truer in the land of Black Amber for all its members seem to attract a violence upon their bodies. And so the lands were invaded once more; but this time not for greed or revenge. These soldiers were lead with a mission they divined holy, a quest to purge the land of the heretic and salt the land with their ashes.
At the forefront of this group was a leader known as Fischig, an Inquisitor of the Holy Church of Rome along with a squad of Crusaders armed with weapons far in advance of anything Black Amber possessed did wage war against them. Their first targets by chance were Reaper, an enigmatic woman who kept to herself, and Ultima. They were caught first in a bloody crossfire of weapons fire and only managed to deplete the enemy ranks by one before Fischig took to the field.
The fight that ensued can only be thought as a bloody display were Reaper was nothing more then a toy thing and a symbol for others of how easily they would be broken for so many of her bones did he brake. It was in that state that Quin first learned of this new menace.
Under no authority other then his own Quin scouted the wilderness that surrounded the limited civilisation Black Amber boasted. Coming to gripes with the forces of the Inquisitor. In battle they struck and Quin was sorely wounded receiving a round of buck shot to the gut in exchange for taking out two men. In an act of desperation he released the daemon once more and was rewarded with another soldier killed. But though he pressed his weight to win the battle his wounds were great as another slug took him in the left thigh; leaving him sore upon the ground. And Fischig who was trained in the banishment of daemons of all forms did what acts he could and succeeded with easy grace of his station and long years of practise.
Broken before that most evil of men Quin was defiant to the end, even as Fischig threaten to burn his flesh to ash for the heresies of his forefathers and his own, even as Fischig shot him through the shoulder, breaking bone and tearing muscle; but Fischig was waging a war of terror and wanted Quin to act as his pigeon. In a last act before his leaving Quin for dead he shot at point blank with his side arm just to the side of right eye. Flesh was torn as the bullet borrowed in and travelled along his skull, clipping part of his ear, before exiting at the back of his head.
By the grace of his servants concern Quin was discovered before he became the first true casualty. Under the treatment of Aes, the local doctor, Quin was one of the first to witness what had happened to Ultima. The fate of Ultima was far crueller then anything fate had ever done against any other mortal. His body was broken in all parts, they had tortured him and ruined his form and had removed the flower that was his connection of the plant world from his head. Quin couldn’t’t even imagine the pain the man suffered.
Weeks past and Fischig’s rampage continued; burning great portions of the woods and attacking Jay as they had hunted him for sport. They attacked the gardens that were a tranquil place as any and in a last act of cruelty they attacked the Castle of Jay and Pale. In a fit of revenge for the failure of his second in command Fischig sought to do harm against Jay and did so. The fight that broke loose was one of treachery as the first act was heavy automatic machine gun fire stitching the area around Jay and the castle itself. Soon enough the two fought each other and using their abilities as they could did harm upon the other and the land they stood upon. In the end Fischig sacrificed his left arm to detonate an incendiary grenade directly upon Jay.
Victorious but wounded Fischig retreating for the time being, leaving Jay laying were he was and the castle burning he fortified the remains of the pub and did prepare for the final battle. It seemed that the Inquisitor had come to the terms with the numbers he had lost and that a defensive battle would be the next and last act.
In the weeks that passed Quin had returned as well to health as could be expected considering his wounds. With that aid of Aes abilities and magics Quin was in health, and healed of all injuries save the wound in his thigh; too much of the muscle had been destroyed to rebuild it all and so he had to use a cane to move around.
With words that Fischig had bottled himself up and Rivven and Morgan returning from their travels it was decided that they would assault the position; but something bothered Quin. Morgan no longer remembered who he was, nor of the time they had spent together. But battle loomed a head and such petty concerns had to be put to the side. Too wounded to participate actively in the battle Quin observed as the forces of Fischig were destroyed.
Too bad it was all a trap to lure Black Amber’s best fighters into one location. For upon the death of his last man Fischig did detonate a stock of explosives and send the entire area up in a raging fireball. Thankfully forces watched over those that had fought and none were killed, though injuries were many.

Departure(Role-played)
A cycle can be seen in the life of Quin that would be worth of a dime novel as his life fell into ruin. Not even a week after the demise of the Inquisitor had Chantico voiced objections to their marriage and would not go through with it. Stating they were far too different of people for it to work between them.
Prompted by this turn of events Quin left Black Amber; but not before he settled some business before hand. Transferring duties of his farms and other holdings Quin set forth into the forests to search for a body none had found in the aftermath of the explosion. In a moment of insanity Quin blamed Fischig for his current batch of troubles and wanted to make sure the b*****d was dead.
Tracking the man down Quin had his sport and gave him the treatment he had taken the first time around; except Quin wasn’t going to let him live. Shooting him in the empty eye socket were a right eye should be Quin watered the earth with the blood that dripped from the back of Fischig’s skull. Quin though was not done and with knife in hand sawed the head from the neck and spent the next day walking around Black Amber with the severed head. He told people he wanted to give it to Reaper who was the first wounded by the man; but he threw it away before setting his home to the torch before leaving Black Amber.

Guile
In the beginning of his travels Quin was visited by visions while he slept on the sides of dirt paths. It spoke to him of people with vast powers that could be his if he only devoted his life to Tzeentch fully instead of in secrecy. Now was a time of enlightenment as the nature of the beast Quin has bound to him came to light. The daemon that Quin had thought a Shoggoth was a Horror of Tzeentch, a creature composed of the immaterium and the chaotic energies of the warp.
Told to go north into the frozen wastes that lie beyond any civilized nation he was to seek a cabal of Chaos Sorcerers, there he would enter into servitude and become a thrall wizard. In that position he would need prove himself to be an expert of manipulation. Among many others Quin did what he always does; setting up a network of connections he set friends against one another and directed his enemies to fight with each other. His actions would cause the eyes of the Champions of Tzeentch to turn upon him and see what manner of sorcerer he was.
In those frozen wastes Quin was taught at the edge of the world were a special sort of magic flowed into the world. It was called the Winds of Magic by the simple minded, but it is so much more as there are different aspects to different types of winds, each with its own advantages and disadvantage, each with its own set of difficulties with only the most cunning being able to weave them into spells.
During this time in Quin’s life time seemed to hold no meaning, he never aged a day though he would swear he had spent years there, decades even learning at the foot of greater men and woman then him. And always did his quest for more power, for more knowledge, for everything life could offer did impress them and when he told them of his history and what he had accomplished they smiled and plotted against him. Jealous of had he progressed with such easy they would ruin him and break his body upon the wastes.
Stealing with him as he fled an artefacts of importance Quin took a suit of armour, a sword and a spear. Each of these items look nothing out of the ordinary to the casual observer; but Quin knew that there was something of power within each of them. The armour was decorated with etchings that would allow one to trap within them a daemon to give the suit life even when no wearer stood in the greaves, but it would be useless if the sorcerer knew nothing of golems; so it would seem Tzeentch showed his favour for Quin possessed the knowledge necessary for the first object. The sword was fashioned in a style he was quite familiar with and had a fully magical air about it for the blade can be used to dispel magic. But the spear, that is the item that bothers Quin most, for while he stole it he knows nothing of it and his time has taught him that what he does not know he shall not dabble in; and so the spear lies in his home.

Game of Swords(Currently Role-playing)
Fleeing from the frozen wastes of the Northlands Quin came south tell he came unto a grand event. A tournament to test the might of all fighters and see just who was the best. Registering into one bracket Quin waited tell it was time for him to do feats of strength as would be worthy of any knights tale; save Quin is no knight as the events that unfolded do prove.
Entering upon the local tavern Quin met with a few individuals and had himself something to drink. One of these happened to be a Lady Sierra who Quin spoke with at length; but things were odd for she was not entirely as she seemed. A darker force lurked beneath her, a split personality that was as twisted as Quin’s own, Ra’kar. That night they joined together in her room and did many a debauched deed and when upon waking Ra’kar was no more, spiting Quin by letting the furry of Sierra unfold upon him. Hurled against the door and threatened with his life Quin bid his leave and had swore he wouldn’t go back, nor see that woman again except to cross blades with her.
Time past and he was called to the arena; he was to fight one by the name of Akira who did many an odd feat which no normal human as the man claimed to be could do. But from the start Quin was ready to fight and did go for the quick blow.
(This fight has not been concluded just yet.)

Diplomacy(Currently Role-playing)
Returning to Black Amber Quin rejoiced to see that changes had happened, the land had grew and many new people were populating the area that they had become a city in their full right. Now this brought attention of Black Amber to another nation, the Faye.
They sent a representative, Fay, to negotiate some deal. It must be stated that the Faye are a very arrogant race and hold many unusual customs and Quin being ignorant of them as through some machination succeeded in not ruining things just yet. But things were close when in a fit of anger he bashed Fay across the temple with his cane, only for her to punch him back in the stomach; little did he know that he had just made a deal of his own.
Latter that evening Fay ventured to Quin’s home and there attacked him and ravaged his flesh in a most violent display of love making. It would seem that an older more traditional Faye view the act of striking each other as a sign of mating or something to that nature. There is still too much unknown to come to a proper conclusion.
The day after Quin was still wary of what had transpired, but he had a job to perform and they entered into an agreement. Black Amber would trade horses for fertiliser and meat which the nation did not have. Another venture was opened up with the inclusion of the Clootie, a Youkai representative of their island nation.
Trade talks had opened up between the two when the progression was interrupted with both Fay and the Clootie needing to return to their homelands for a nation of Humans had declared war upon them and procedure dictated they return to their home ports.
(Currently the traders have only just returned and nothing further has happened.)

Scouting(Pre-event thread)
Making an excursion across blue waters Quin came to a new land to him. There he travelled and did vacation and take delight in what little he had need to do. But though he was there on no strict business other then personal relaxation he is constantly thinking of how he may further advance himself. His chance happened when he learned of the Skinner mining corporation and their operation to drive a group of stubborn squatters off of their land.
Now being a man wanting both sides of an argument he found that the villagers were also contracting outside help and ventured to one of these places. Taken into the village itself Quin met with the Governor and spoke with him. Sadly the confrontation turned sour and Quin insulted the Governor for his incompetence and declared that he was getting what he deserved.
So Quin left and signed up with the Miners, and while they may be arrogant bastards that only wanted his body he knew that if he did well he could come out a head, if not for Black Amber, then for himself.

RP Sample:
It was simple, even a babe could follow him. Pulling out a flintlock he pulled the lever back and his index finger laid on the trigger guard. Moving through the wilderness he came onto the man, Fischig.

"Well, well. Looks like you're even worse off then I was." speaking with a calm air of confidence and purpose Quin levelled the weapon at Fischig.

Crawling as he was Fischig growled as he turned himself to look at the man, the man he had beaten into submission, had filled him with lead and left him for dead. Spitting blood, "So you lived you pansy a** b*****d."

"Pansy a**? Hmm, I think someone of your station would know a bit more of my actions considering what you knew of me as things were." a smile came to his face as he moved closer to the one armed man. "Let's say I give you an eye for the one you lost." <********!" crying damnation upon the blue blood Fischig rose a feeble arm to strike him.

The blow was simple and ineffective, moving aside from the blow Quin moved in after it and crashed the heel of his boot into the man's chest. "Good bye b*****d."

Smoke filled the air as the concussion cap was ignited by the fall of the hammer, gun powder let loose the projectile that hurled itself into the empty cavity of the man's skull.

The round tore through the skull and embedded into the grey matter. Blood pooled out of the wound like an open sore gave off puss. Laughing Quin sat down and was regaining himself, the act of killing slowly clearing his head.

Faction you wish to join: Miners.
PostPosted: Thu Aug 10, 2006 9:54 pm


Lvl. 10 (3/1/6/0)
Silver Moonblade
Username: Silver Moonblade
Name: Ryuma Tamasei
Description: Ryuma has medium-long brown hair that goes down to the back of his neck. His eyes are a molten orange, like one would see in the center of a flame, though to clarify he still has black pupils. Under his left eye, one can see a deep scar, caused by an arrow that almost blinded him. He is slender, only weighing around 126 lbs. Being 5'8, you could say that he isn't the epitomy of manliness. If one were to see him without his clothes, they would notice his body is heavily scarred. He looks about 17-18.

As for his clothing, he wore a simple black kung-fu robe. Though he wasn't at all oriental, it was easy to fight in, and he had a bit of martial arts training. On his feet he wore simple black cloth kung-fu shoes. His obi, the belt around his waist, was crimson.

Quirks: Ryuma is quite couragous. Even if he's in the face of fear, it would never be such that he'd turn away from the task at hand. He tends to be arrogant; he's over-confident with his abilities and takes on any opponent. He can be somewhat manipulative when he needs to, changing the opinions of anyone who is weak or unintelligent. He has a tendancy to argue his points when he knows he's right, for better or for worse. It doesn't matter if he's in the presence of a peasant or a king; all are equal in his eyes. He is disiplined, in that he knows how to obey orders and can endure great hardship without faltering. In retrospect, there are times where he can get incredibly impatient. He doesn't like to just sit around and do nothing, unless he's deep in thought. But even then he tends to be doing at least something.
Equipment: Ryuma carries with him a wooden shinai, a training sword used for kendo. Along with that, he has what could be mistaken as a large quiver. However, inside he has 9 katanas, no two exactly the same. Why he carries all these weapons is a mystery to all but him (he uses them in his Soulblade Techniques, where they are consumed).

Along with that are what appear to be glasses. However, they serve a higher function. They are Glasses of Vision, an artifact given to him by his grandmother. They can see into any spectrum, and also have various functions like night vision. He can only use one function at a time, and has to actually think to look on that spectrum, otherwise he'd be completely oblivious.

He also has a tome of magic spells, which he can't use.

Abilities: He doesn't have much power in the terms of abilities, but he is an able swordsman. He can use Soulblade Techniques using other weapons, but these tend to be costly and are only moderate in power. He has a good understanding of magical energies, regardless in how he may lack it.
History: ((Fresh Character. Besides minor interactment, all history is made up. Angara is from the Leviathan Stadium.))

Ryuma Tamasei was concieved on a fling in Durem. However, he was born on the dragon continent of Angara, far to the north of the Mainland. He was raised with his Silver Dragon Grandmother, because his mother died at child birth. She was half-dragon, which meant he was quarter dragon. Though most people with dragon blood in their veins usually inherit magical abilities, Ryuma gained no such power.

He spent the first few years of his life in the small village of Presea, oblivious to the lack of his power. This is due to the fact that the inhabitants of the village were under a non-agression act. Eventually, the citicens expressed their uneasiness about his human blood to his grandmother; they did not welcome outsiders. Acknowledging that he didn't belong, she had him sent to a dojo in the east, where Ryuma could start a new life. And learn to protect himself, to boot.

He trained vigorously for the next ten years, learning both kendo and kung-fu. Though he had been forced away from his home, he had all but forgoten it in his studies, which he thoroughly enjoyed. During this time, his sensei's began teching him of the techniques of the Soul Blade, an art that only few could master.

When he was seventeen, about the time his training was complete, the Eastern lands went to war. He took up arms, his abilities being a great asset. Battle after battle, new scars were added to his body, along with the victories gained. However, eventually the enemy got the alligance of a powerful nation, one whose technological and millitary power far overshadowed that of the east.

The east was eventually crushed, along with the Dojo Ryuma trained at. Making it back to the Mainland, he became a mercenary, working for profit and for glory.

RP Sample: The fresh aroma filled the air, tickling Ryuma's senses. He closed his eyes, sniffing the wonderous air with glee. Careful not to make so much as a decible of sound, he snuck into the kitchen. Making sure the cooks back was turned, for she would surely have his head if she found out, he stealtily pilfered a roasted duck off the cooling rack. Hastily, as not to be caught and thrown in the fryer himself, he escaped with his well earned reward in hand.

They'd understand...

He hastily made it back to his living quarters across town, where he carved into the delictable specimen and devoured it with glee. He savored every bite, washing it down with a tastey glass of wine. This was one occasion where he'd take wine over whiskey, when it complimented a meal so well.

Meanwhile, back in the resturant, a cook was looking for her dish, and the person who ordered it. Clearly in a bad mood, she closed up for the night early, so that she may not snap at the other customers.

"Damnit Ryuma, you westerners are all the same. You couldn't wait 2 minutes for someone to bring the meal to you."

Faction you wish to join: The Shades. The magic intrigues him.

Just Sky

Magnetic Bloodsucker


Just Sky

Magnetic Bloodsucker

PostPosted: Fri Aug 11, 2006 9:21 am


Lvl. 15 (4/3/7/1)
Nicholai Maxwell
Username: Nicholai Maxwell
Name: Pierre Madu (Alter Ego: Charlotte the Harlot)
Age: 17
Race: Human
Height: 5’8”
Weight: 115 lbs
Class: Fencer

Appearance: Pierre is a bold, androgynous boy, with a handsome face and impeccable taste. One might say he has a distinctly French flair. He has shoulder length, light brown hair that is usually pulled back into a ponytail, with small strands of his hair falling around to frame his face. He has an average complexion, though he has a slightly delicate appearance as far as his skin, and his handsome features make him seem like playboy. His face is soft, yet has an underlying angular resolution that is seen by those that see him in battle. Pierre has lovely violet eyes that offset his hair and skin. He is slender and boyish, as most androgynous men appear to be, and his hands are uncalloused. On his hands are fine black gloves without fingers, reinforced to grip his rapier. He wears a fine white satin shirt with bulging sleeves, bound at the elbow and wrist with stripes of cloth that are sewn into it. Over that, he wears a doublet of pale purple with ornate decorations of black about it. The doublet is secured at the waist with a black sash, and hangs down to his mid-thigh, and is worn open, buttoned only near its base. He has leggings that are gray and cling tightly to his legs, and wears ankle boots of dull black that fold over near the ankle, creating a little cuff.

Equipment: Pierre bears a rapier named Noir. It is approximately 3 feet in length, and made of the finest platinum in the world. Its hilt is wrapped in a tough black cloth for grip, and ribbons hang off the cloth at the base. Its pommel is decorated with two large angelic wings of onyx that are wide and serve like a guard. The blade is somewhat like an arrowhead in shape, with it starting thin, then curving out widely and returning to a single point. It is very angular, and the main blade is like a pyramid, with four defined edges just above the pommel. It much longer than most pyramids, though, and curves as it comes to a point.

Personality: Pierre is a bold and daring young man, with a suave air. He is also quite intelligent, calculating, and somewhat manipulative, though he seems quite innocent on the exterior. He is passionate, and his emotions are laid bare at all times, making him seem vulnerable, yet also quite personable at the same time. He is a born leader, and relishes the thought of strategizing, battle, and fame.

Quirks: (I decided to let personality have it’s own category, if that’s alright) Pierre’s nature as a fencer and upbringing have given him a vengeant sense of pride. Disrespect is not tolerated in any way, shape, or form. In fact, he occasionally lets his pride get in the way of teamwork and the “greater good”. He also has a disdain for the bourgeoisie, and though he will help those in need, he can’t help but turn up his nose. As an odd sidenote, Pierre’s androgyny allowed him the odd hobby of female impersonation. It’s not a lifestyle, but for his own sick pleasure he can simulate a remarkably charming and attractive female. "Charlotte the Harlot" (favoring the French pronunciation Shar-LOTT) is merely an alias for his attractive, but somewhat easy alter ego, Charlotte d'Feu . Pierre dons a sexy, form fitting dress with an open back and abdomen, and a sizable slit up the right leg made of black silk, complete with black, full-length gloves and silver bangles, and lets his hair hang in front of a made up face. The deception is nearly perfect, as his "normal" personality takes a back seat to feminine wiles and sex appeal, except for the ever unfortunate genitalia. "Charlotte" is somewhat of a hidden strength, as her seducitve charm can get things that Pierre could never hope to get on his own.
Pierre’s homosexuality has created a hopeless penchant for unrequited love (or perhaps just attraction) and though it never shows, a little bit of him is always hurting from romantic disappointment. Also, as he is something of a hypochondriac, he's always prepared for a glorious death scene, and a decent size wound (though rarely of a fatal nature) is enough to set off his dramatics. Finally, with Pierre, beauty comes first. If he starts looking bad in battle, he may choose to run rather than finish the fight. One can always fight another day, but if your looks are ruined they're gone for good.

Abilities: Pierre’s fencing skills are impressive, but beyond the tactical swordplay there are unique techniques that he has created with his personal flair.

Le Petit Oiseau- Literally, “The Little Bird”- Pierre exercises his agility in a dance-like pattern of thrusts and spins that simulate the flitting of a youthful wren, or something of that nature.

La Tempête- Once again emphasizing speed, Pierre uses distracting sword flash and flourish to draw their focus away from the actual strike, which is a well-aimed and quick jab at the chest
La Brise Fraîche- A stylish feint that focuses on the “near miss”. It’s a quick jab that nearly grazes the skin to taunt an opponent or draw them out. Named for the air draft left when it’s finished.

La Danse du Papillon- Pierre’s signature finish, he utilizes all of his dancer’s training to flutter and jab with all grace and power possible. As beautiful as it is dangerous. (Sometimes compared to the tactic of the great Muhammad Ali “Float like a butterfly, sting like a bee.)

Also, Pierre has a great finesse for dodging, thus why most of his techniques emphasize speed rather than power.

(Can also perform said techniques when dressed as a woman)

History: Pierre was born in raised in the town of Arles, in the southern reaches of Western Gaia to the noble house of Madu, namely Sebastien and Aceline Madu. His father was the third son of the family, and thus not in line to inherit the family’s domain, and as such the Pierre’s lifestyle was much more modest than his cousins, but his pride as a blueblood was not at all hampered. As a child he was indignant and brash, demanding what he pleased, but this, thankfully, was stifled by a certain Madame DuBois, who served as his nursemaid. Under her guidance, Pierre was trained to be a true gentleman, with class, grace, and savoir faire. He was something of a male debutante, and his parents wholly approved. For his manhood’s sake, though, his father employed a fencing instructor by the name of Alain DuMont, who saw Pierre’s talent early on, but hid it from his father for Pierre’s sake. Alain figured that if his father knew how talented his son was, he would send him to a military academy, or something of that sort, and Alain would no longer be able to help his greatest student to the top. It was selfish, but it was all for the best.

By the age of 12, Pierre was the greatest fencer in all the surrounding territories, and certainly the greatest adolescent fencer in Western Gaia. Soon he was receiving challenges from much older men, hoping to beat down this child prodigy, only to have their head handed to them in brief, effortless matches (they at least seemed that way to Pierre). He retired from competition at this time, much to the chagrin of Alain, and became a full-time gentleman, if that were a job at all. Strangely enough, in all of this, Alain had managed to continue manipulating the situation so that Pierre’s father never discovered his son’s new prestige, though it’s assumed that he paid off most of the household staff for their silence (Nobles have a curious way of requiring servants to get news of the outside world, or perhaps it was just his family.) For the next five years, he didn’t even pick up a rapier, and Alain (who had been kept by his side as an advisor and friend rather than an instructor) was tormented by the waste of his talent.

And then came his social exile.

Pierre, as a gentleman and member of the upper crust of society was exposed to the lavish and promiscuous lifestyle most aristocrats enjoy. Unfortunately for Pierre, his preference was a bit “different.” Pierre’s love of men was encouraged by a vast array of attractive admirers, and he indulged often.

He’d discreetly been sleeping with men since age 15, and few had noticed, and if they had they didn’t care and kept their mouths shut. On an unfortunate day, however, his father walked in on young Pierre and his lover (one of the gymnasts of the Royal Circus, no less) and in his shock and rage, beat Pierre savagely and disowned him on the spot. Not eve Pierre’s mother would stand up for the boy, now a shame on the family name. They promptly cast him out of the territory and erased his name from the family tree.

Left with nothing, he sought Alain, who had resigned (as if he had a choice) from serving the family, for counsel. Alain, who was never one to miss an opportunity, suggested that perhaps he work with his fencing skills, perhaps as a guard or mercenary. Pierre followed Alain’s advice, and thus found himself a noble in commoner’s clothes (a wolf in sheep skin, in his mind) looking to carve a life for himself and trying to forget the old one.

Roleplay Sample:
Sweat glistened on the brow of the young man, the sunset casting his silhouette on the dry earth beside him. The pit was dug out for settling duels, but tonight it was just Pierre and his shadow.

Slash, parry, slash, parry, slash…the monotony was unbroken as his nimble legs switched stances with the movement of his arm. It was like a very sudden dance, the rhythm of his movement ingrained into his muscles like a heartbeat. His dance continued for several more minutes before he took a seat and removed his doublet like coat.

Wiping his arm with his sleeve, he walked to the edge of the pit, and then began to climb out through a mixture of clawing and running. The utter lack of grace of uncharacteristic, but, then again, how does one gracefully climb a steep wall too high to jump? He reached the top and dusted off his white, billow shirt, wringing out the sleeves into an unexpected puddle of sweat. He would have been appalled had he not been so tired, dirty, and sore.

Pierre had been training for several days now, readying himself for anything that might come his way. Most would have said he was “ready for anything” before all his intense training, but something inside of him wouldn’t let him relax. What was at stake was far from trivial, and his pride wouldn’t let him accept defeat, let alone know he was defeated from poor preparation. And so he walked onward, going back to the camp to meet with the others from the company. The Vale awaited.

Faction: The Skinner Mining Company
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Shades of Grey

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