Username: Blackguard Michael: Name: Michael Cival Blackwynn: Nickname: Civ Race: Zombie Ethnicity: Caucasian Gender: Male Orientation: Open Alignment: True Neutral Affinity:Earth Age: Unclear Birthday:June, 29 Height: 72"inches Weapon: Black-Steel Greatsword Mage: No Allegiance
Natural Abilities: (Name and Rank)
❖ Cold Immunity (False): As a Zombie the Cold has little to no affect on Michaels' Nerves and mind, however it can still cause the body itself issues. For example stiff joints, Slow and unnatural movements, etc. Ranked D
❖ Pain Tolerance (Medium): As a walking corpse the actual pain from being struck, falling, or any form of physical pain, is lessened to a respectable amount. The pain can exceed a certain threshold and the body can eventually collapse due to injury. Ranked D-
❖ Unnatural strength: The bodys' limiters having been dissolved upon death, absurd amounts of strength can sometimes suddenly erupt from Micahels' decaying body. Ranked B-
❖ Minor necromancy (Low): once a day Michael can call back the spirit of a single fallen foe/ally that is of the same, or lower, level then him. The Zombie companion has the same amount of intelligence as it did before and gains all the benefits of being undead only at a lower level than Michaels'. Ranked B+
❖Explanation of the Necromancy Effect: This is not some magic ability, it is more of an unexplained addition to his own skills. One theory is after having been "Awake" for so long he has become some form of Aberration or Mutation, he can coax a body, freshly slain, or long dead, back to life through touch and a phrase "Wake up.". (Limit is ONE Undead ally ever per "Awakening")
❖ Corpse Dirt (Low): Michael pulls from the surrounding ground any dead, dying, or decaying, minerals (be it wood, funeral dirt, corpse remains, or an animal carcass) and heals his body for a small amount, amount changes based on amount of resources available. Ranked C-, *as it is hard to find a zone with ample amount of dead or dying materials to use.
Unison Abilities: (Include Description and Rank) ❖ ❖ ❖
Relationships: ❖Michael has no known relationships, and as far as anyone can tell, he has been dead and wandering for a long time.
Strengths: ✔ When traveling with others, has a tendency to protect those around him. ✔ Vast amount of Knowledge concerning living in the outside, not by his own choice however. ✔ Unable to lie, just can't....
Weaknesses: ✘ Unsociable ✘ Disregards his own existence on occasion. ✘ Lacks understanding in Normal affairs, such as cooking, cleaning, and how to "take it easy"
Likes: ✔ The smiles of others ✔ Laughter between others ✔ Warmth shown between others ✔ Affection between others
Dislikes: ✘ Those willing to affect any of his "Likes" in a negative way ✘ Liars ✘ Necromancers who force Zombies to become slaves ✘ Undead and demonic abominations
Personality: ❖ Michael is...strange, his interests are all on emotions he, himself, has forgotten how to show or conduct. He doesn't smile and tends to stay away from others, but is willing to help if asked. As a zombie he has always received a strange welcoming. As Zombies have very little to no rights, he is almost always suppressed or attempted into a form of servitude. However, despite it all he moves forward, and even throws himself into danger, many time for someone else. Is he lonely, trying to prove himself, attempting to strengthen his own body and powers, he doesn't even know himself.
History: ❖ Raised from the dead Long ago, Michael has outlived his Previous master and is now wandering about this expansive world looking for...well, he doesn't really know. He feels no real emotions or attachment connecting to this world, but still fights desperately to keep alive, in a sense. rarely ever seen outside of the Frosty peaks he has gained an ominous reputation as the "Frozen Sentinel" Wandering from place to place, jumping in the fray of battle as he comes across them, it is a strange way of living indeed.
To this day he still marches through the cold, trudging on, trying to find......SOMETHING, he has to...or does he? He has failed to understand even his own actions.
Outfits: ❖ Michaels' body is held together by the heavy plate armor he wears. Black-Steel and Frozen-Iron cover his body from mouth-to-toe. Tattered and battle-scarred, the armor has stood the testament of time with hims as a loyal companion from the time he was actually alive. ❖
Items: ❖ A Black-Steel lantern powered by the cold, an item obtained by his first Master upon reawakening from his deathbed. The blue flame offers no heat, only an ominous cold.
❖ Enchanted armor, the armor Michael wears will not break or shatter of normal means, given to him upon his "rebirth" the necromancer who raised him prioritized Quality over quantity in terms of an Undead companion.
I hope This is acceptable, if Not Let me know and I will sort it out.
Posted: Sat Dec 24, 2016 10:08 am
Blackguard Michael
Alright, so, for the most part your stuff looks good. By the way, props for the classification of (False), makes me think of Fate/Stay Night.
One little problem with the Necromancy. Knights cannot generate mana, which is why they need to be aligned with a Mage. There are no exceptions to this rule, as that is what makes the guild what it is, Knights and Mages being bonded together. Additionally, Knights consume mana when they have it, which is how they fuel their Mage abilities when they've bonded with a Mage. As such, your character, whose Mage died who knows how long ago, is very unlikely to have any mana left in him. To give you an example, Rowan was resurrected by a Necromancer as well, a full resurrection that granting him a living body. Despite such a grande spell being used to resurrect him, he still cannot use or generate mana because he is a Knight.
Now, from what you've described, this ability can work as a Mage ability, which he could access as soon as he forms a pact with a mage. Mage abilities are abilities Knights gain when they bond with a Mage and gain access to their mana.
A third option could be that you just remove all mention of it being magic. Just have it be some strange, natural ability to call undead creatures from the ground that does not involve magic at all.
Alright, so, for the most part your stuff looks good. By the way, props for the classification of (False), makes me think of Fate/Stay Night.
One little problem with the Necromancy. Knights cannot generate mana, which is why they need to be aligned with a Mage. There are no exceptions to this rule, as that is what makes the guild what it is, Knights and Mages being bonded together. Additionally, Knights consume mana when they have it, which is how they fuel their Mage abilities when they've bonded with a Mage. As such, your character, whose Mage died who knows how long ago, is very unlikely to have any mana left in him. To give you an example, Rowan was resurrected by a Necromancer as well, a full resurrection that granting him a living body. Despite such a grande spell being used to resurrect him, he still cannot use or generate mana because he is a Knight.
Now, from what you've described, this ability can work as a Mage ability, which he could access as soon as he forms a pact with a mage. Mage abilities are abilities Knights gain when they bond with a Mage and gain access to their mana.
A third option could be that you just remove all mention of it being magic. Just have it be some strange, natural ability to call undead creatures from the ground that does not involve magic at all.
Will do, unnatural ability that can commune with undead it is.
Posted: Sat Dec 24, 2016 10:17 am
Rengato
Awaiting your approval, and thank you for helping me iron out these issues.
Username: Blackguard Michael: Name: Michael Cival Blackwynn: Nickname: Civ Race: Zombie Ethnicity: Caucasian Gender: Male Orientation: Open Alignment: True Neutral Affinity:Earth Age: Unclear Birthday:June, 29 Height: 72"inches Weapon: Black-Steel Greatsword Mage: No Allegiance
Natural Abilities: (Name and Rank)
❖ Cold Immunity (False): As a Zombie the Cold has little to no affect on Michaels' Nerves and mind, however it can still cause the body itself issues. For example stiff joints, Slow and unnatural movements, etc. Ranked D
❖ Pain Tolerance (Medium): As a walking corpse the actual pain from being struck, falling, or any form of physical pain, is lessened to a respectable amount. The pain can exceed a certain threshold and the body can eventually collapse due to injury. Ranked D-
❖ Unnatural strength: The bodys' limiters having been dissolved upon death, absurd amounts of strength can sometimes suddenly erupt from Micahels' decaying body. Ranked B-
❖ Minor necromancy (Low): once a day Michael can call back the spirit of a single fallen foe/ally that is of the same, or lower, level then him. The Zombie companion has the same amount of intelligence as it did before and gains all the benefits of being undead only at a lower level than Michaels'. Ranked B+
❖Explanation of the Necromancy Effect: This is not some magic ability, it is more of an unexplained addition to his own skills. One theory is after having been "Awake" for so long he has become some form of Aberration or Mutation, he can coax a body, freshly slain, or long dead, back to life through touch and a phrase "Wake up.". (Limit is ONE Undead ally ever per "Awakening")
❖ Corpse Dirt (Low): Michael pulls from the surrounding ground any dead, dying, or decaying, minerals (be it wood, funeral dirt, corpse remains, or an animal carcass) and heals his body for a small amount, amount changes based on amount of resources available. Ranked C-, *as it is hard to find a zone with ample amount of dead or dying materials to use.
Unison Abilities: (Include Description and Rank) ❖ ❖ ❖
Relationships: ❖Michael has no known relationships, and as far as anyone can tell, he has been dead and wandering for a long time.
Strengths: ✔ When traveling with others, has a tendency to protect those around him. ✔ Vast amount of Knowledge concerning living in the outside, not by his own choice however. ✔ Unable to lie, just can't....
Weaknesses: ✘ Unsociable ✘ Disregards his own existence on occasion. ✘ Lacks understanding in Normal affairs, such as cooking, cleaning, and how to "take it easy"
Likes: ✔ The smiles of others ✔ Laughter between others ✔ Warmth shown between others ✔ Affection between others
Dislikes: ✘ Those willing to affect any of his "Likes" in a negative way ✘ Liars ✘ Necromancers who force Zombies to become slaves ✘ Undead and demonic abominations
Personality: ❖ Michael is...strange, his interests are all on emotions he, himself, has forgotten how to show or conduct. He doesn't smile and tends to stay away from others, but is willing to help if asked. As a zombie he has always received a strange welcoming. As Zombies have very little to no rights, he is almost always suppressed or attempted into a form of servitude. However, despite it all he moves forward, and even throws himself into danger, many time for someone else. Is he lonely, trying to prove himself, attempting to strengthen his own body and powers, he doesn't even know himself.
History: ❖ Raised from the dead Long ago, Michael has outlived his Previous master and is now wandering about this expansive world looking for...well, he doesn't really know. He feels no real emotions or attachment connecting to this world, but still fights desperately to keep alive, in a sense. rarely ever seen outside of the Frosty peaks he has gained an ominous reputation as the "Frozen Sentinel" Wandering from place to place, jumping in the fray of battle as he comes across them, it is a strange way of living indeed.
To this day he still marches through the cold, trudging on, trying to find......SOMETHING, he has to...or does he? He has failed to understand even his own actions.
Outfits: ❖ Michaels' body is held together by the heavy plate armor he wears. Black-Steel and Frozen-Iron cover his body from mouth-to-toe. Tattered and battle-scarred, the armor has stood the testament of time with hims as a loyal companion from the time he was actually alive. ❖
Items: ❖ A Black-Steel lantern powered by the cold, an item obtained by his first Master upon reawakening from his deathbed. The blue flame offers no heat, only an ominous cold.
❖ Enchanted armor, the armor Michael wears will not break or shatter of normal means, given to him upon his "rebirth" the necromancer who raised him prioritized Quality over quantity in terms of an Undead companion.
Username: Living Eternally Name: Blake Trinity Nickname: Pipsqueak (Rowan) Race: Half-Elf Ethnicity: Caucasian Gender: Female Orientation: Heterosexual Alignment: CG Affinity: Spirit Age: Twenty Two Birthday: May 9th Height: 5'6" Weapon: N/A Knight(s): Rowan Magic: School: Conjuration Subschool: Necromancy ❖Creation: Blake is capable of creating objects such as weapons, clothing, and other items. These can range from small to the size of a person and can range from simple to detailed. The clearer the image is in her head, the better and more accurate the creation. By touching a material object, its makeup goes into a “bank,” and until she touches another material object, the makeup is stored here for use. The items are capable of lasting up to a week before they dissipate. If enough mana is used upon the item's creation, it has a greater permanency. Blake uses this ability not only to create useful items, but she also uses it to make platforms and make-shift cover in combat. RANK C+ ❖Summoning: Calls a creature from another plane to aid in battle. Blake's specialty with the afterlife, the astral and ethereal planes are from where her help originates. Fallen summons are sent back to their original plane and cannot be reformed until its allotted time. It works backwards, as well. She can also send creatures of the material plane to the planes, as well. Doing so makes them seem ghost-like. Familiars: -Astral Hound: A large transparent dog familiar with fur like the night sky. Blake is able to summon two of these at a time. Great for physical combat and tracking. The Astral Hound is able to reform in approximately half an hour. RANK C+ -Psychopomp - Nevermore: The Nevermore is able to sing a gripping melody able to fascinate any soul, living and dead, in the area. It's usually viewed as a symbol of death, appearing as a four-winged black crow wearing a mask, each different. Not great for combat but a good distraction. Blake, personally likes to summon the Nevermore for funerals or clients having a harder time coming to terms. It's also helpful during the rare seance. Psychopomps are difficult to summon and call. The Nevermore takes a day to reform before it can be re-summoned. RANK D -Psychopomp - Wrath: This skeletal omen of death is held aloft by a smokey pair of black feathered wings. Replacing its skull is a ceramic mask shaped like a bird's head. It's capable of summoning its own weapon, an adamantine scythe, striking fear in the soul of its enemies. This creature is a guardian of purgatory and the ethereal plane. They're highly adept at combat. These are powerful and important psychopomps and take a week to reform. RANK B -Psychopmp - Custas: Custas takes on the form of a woman twice the size of a normal human bathed in astral robes, hands always clasped in good taste. It wears a bright blue venetian mask with a solemn expression that fans out at the top before the creature’s hood. It serves as a guardian of the Astral Plane and relieves humanoid creatures from their nightmares, acting as a harbinger of good dreams. It’s more capable than the Ethereal Realm’s Wrath when it comes to combat, tasked with protecting dreams from creatures who hope to infiltrate them. The creature uses the branch-like extendable appendages hidden under its robes to pierce, bludgeon, and detain. They extend to a medium range and are extremely deadly in combat. There is only one Custas, Blake isn’t capable of summoning another at the same time, and it can only be reformed after a week’s time. RANK B+ ❖Bonding Heal: A spell that works on both the living and the dead. Once per day, Blake can fully heal an ally using pure positive energy or completely destroy all soulless lesser undead in the area. A very extreme version of this spell was used to bring her bond with her Knight to fruition. RANK B ❖Raise Dead, Lesser: Thanks to her mother's teachings, if Blake is in too much of a bind, she can call the deceased from their graves. This is typically a soulless, lesser undead, not very hardy. Blake rarely uses this spell given her lack of experience and aptitude for necromancy. RANK C ❖Ambassador of the Dead: An active spell taught to Blake by Cheyenne, capable of lasting all day (or until Blake's mana runs dry). If the spell were to be cast in the morning, the user is able to commune with those passed as well as sense ghosts and undead within a 20ft radius. RANK D ❖Temple Cleanse: Channeling positive energy to her core, Blake's soul reaches out into the Ethereal Realm to touch another. If used on an undead with a soul or remnant of one, it allows the spirit to pass on to the next life, thus rendering the body useless and ending combat. Normally, she's able to do this within five feet or at arm's length. There are some cases, however, where Blake would leave her body for a target farther away (20ft). This seemingly causes her to lose consciousness. It is possible for stronger souls to resist her influence, but those weakly attached to bodies comply. RANK C
Strengths: ✔ Undying Will: Blake is extremely strong willed. That is a basic requirement for her line of work. It's very difficult for her to succumb to unpleasant emotions. ✔ Mana Well: A vast amount of mana swims through Blake's veins. It allows her to provide her Knight with a large amount of it for combat as well as continue casting. ✔ Commune with the Dead: Ever since she was a child, Blake has been able to communicate and contact those lost souls who've yet to move on to the next realm, the ones trapped in the ethereal and astral planes. Rather than dwell on the negative, she uses her gift and natural talent for conjuration to help both the living and the dead after passing.
Weaknesses: ✘ One-track Mind: When Blake becomes set on something, she can easily become fixated on that one thing be it a person, event, or goal. It can be very difficult to get her to think about anything else once this happens. ✘ Combat Deficiency: Mages aren't normally combat proficient in the first place, given why they need their Knights. Blake, however, is really bad at combat. Despite knowing basic martial arts, something always seems to go wrong: falling, missing hits... She summons creatures to do that part for her. Blake's trying her best, learning from weekly training with her father, and that usually ends with her covered in bruises. ✘ Commission Job: Although services in Blake's line of work certainly aren't cheap, it is a commission career. Clients need to be available, and her name has to be mentioned. Trinity's particular services are a little unique, and not everyone requires assistance and ghosts can't pay.
Likes: ✔ Her job: Despite it not being regular work, Blake really enjoys helping others. ✔ Her Knight: Rowan's...nice. ✔ Her family: Though she doesn't live with her parents, Blake visits them often. ✔ Adventure: A life full of action, discovery, and meeting new people? Yes, please!
Dislikes: ✘ Rowan's attitude: Seriously, rude! ✘ Tree nuts: She's allergic ✘ Violent or invasive spirits: They're hard to deal with. Blake's a medium not an exorcist. ✘ Being poor: You can't pay rent without cash!
Personality: ❖ At work, Blake is a professional. She's calm and friendly, allowing family members of the deceased as well as those who've passed to remain the same. It's important to maintain a good atmosphere to grant a capability of moving forward. Blake is very respectful, and is always willing to accept a new job. Sometimes, however, her actual duties can be misinterpreted as necromancy, but if no evil's involved, she'll do her best to get the job done in an appropriate manner. Things like this can usually get her into trouble and have once or twice. For those who know the lady well, this Blake seems almost out of character. Her level of composure on the job is important. No judging, no complaining, no fear. Miss Trinity, however, is naturally very different. The elf is definitely an upbeat young woman. She's naturally friendly and outgoing with almost anyone. Some find it rather annoying, but many find her happy attitude charming and well-placed, a bright light in this dimming world. Impulsiveness can sometimes overtake her, and her stubbornness is not easy to falter. This can lead to some light bickering or even some fighting, especially with her knight with whom she can't particularly see eye-to-eye. Despite this somewhat depressing fact, Blake tries her best to get along with him, no matter how much he tries to push her away. It can get a little upsetting at times, though... Blake isn't immune from bad feelings, but her will allows her to get past them. This is super-helpful when certain people are being particularly rude or when she finds herself between a rock and a hard place.
History: ❖ Born to a strong Knight and talented necromancer , Blake Trinity has always had a high affinity for the afterlife. Spirits haunted her dreams and nightmares. These things were scary, torn apart by their deaths and unfinished business, they called to her in moaning voices while she hid under the covers. Hospitals and cemeteries petrified her, and living at above her family's funeral home certainly didn't help. Her mother was the one to show her how to turn her natural gifts around. Cheyenne even inspired her to get into her current line of work, helping those with lost loved ones move on after the deaths. It did Blake's heart good knowing that she could help those both alive and dead, even aiding those who've past to move on to the next realm. To continue in this line of work, however, she'd need to go under a lot of training to better her capabilities of doing so. Thus began her adolescent years. Blake spent a lot of her time perfecting her conjuring magic. She reached into the planes to which she had greater connection, contacting and even summoning creatures some may never even see in their lives. While doing this, she worked in her parent's funeral home as an intern, helping those torn with loss to connect with their loved ones and move on. It was during this time that she began her weekly sparring with her father. If the girl was intent on becoming a prolific magus, she'd have to learn how to take care of herself to a degree before taking on a Knight. It was then they found out that she was very bad at combat. Laughably bad. Years of training have only barely fixed that, but her competence on the battlefield really layers down to her magic capability. Toward the end of this physical and magical training, she met someone who became rather important to her. The kid was feeling rather down one day. One of the clients had called her names because of something an ethereal client wanted to convey. The woman didn't like what she heard and decided to shoot the messenger. Training didn't go too well, either. She got a little ahead of herself and ended up getting more injured than she was used to. Smile, though, say thank you for the lesson, offer to go run errands, and cry a little before getting to town. He happened to be in the right place at the right time. The soldier caught her and saved her from falling and loosing the groceries she had collected, and after that, they began talking. They spoke often, and he was willing to help her with little mundane things, listen to her issues. She even developed somewhat of a child's crush on him, silly with their age difference at the time, but there'd be a chance to catch up. Cute, pre-teen feelings the she giggles at now. Ian hardly seemed to judge her. She wasn't annoying or weird, and this time became cherished to the girl. He helped her see the bright side of things, and inspired her to be the woman she is today. After some time...they fell out of contact. It made Blake sad, but she understood that he probably had to move around as a military man. She hoped that he had accomplished his goals of becoming a Knight. It made her think of her father.
Once Blake and her family were finally confident in her skills, she started her own business helping people. Her work began to grow over time. She felt like her life was finally beginning. The elf even moved a few towns south of her parents and rented the apartment where she currently resides. Every once in a while, she'd get the odd job, but it wasn't anything she couldn't handle. Her most recent misunderstanding did happen to get her into a particular amount of trouble. An elderly man on the outskirts of town had already paid her for a job she hadn't finished. Blake had a hard time turning him down... "You can commune with the dead, right? These fellows keep coming to my house trying to attack me. I could really use your help." There were surely people more battle proficient and capable at a job like this than her, but it was so much cash, the elf hated to have to give it back. With a confident breath, Blake nodded. The old man lived on the outskirts of one of the not-so-explored forests between the kingdoms. The actual location was rather far out. The man had mentioned he'd found it on a walk, going too far into the forest. What he'd uncovered was a burial site and abandoned cult meeting ground. It was full of nearly a hundred undead. Blake barely escaped with her life, relying at the end solely on what she knew of martial arts, expending all of her spells. Inside on a pedestal was an armored arm that particularly caught her interest... No matter how many times she tried, Blake couldn't get it on. It seemed to actually reject her, almost propelled from her flesh like a magnet. The fey's eyes widened at her conclusion about the piece, but she was also rather frustrated with the truth... The man was thankful, but Blake came out rather wounded and out-of-commission for a week. She still has the scar along her arm from a deep wound. This event lead her to a revelation: She needed a Knight. Only one person came to mind. He, however, had his own priorities, his own goals. Certainly playing body guard to soothe-sayer wouldn't peak his interest. She tried dawning the arm again. Maybe something like this would help her fight on her own merit. It still rejected her. Items of fable, armaments, chose their master, and this one was not a fan of Blake. What a pain. The young woman wasn't wrong. Very few Knights were willing to work for such a boring magus. It was almost disheartening. An idea struck her during a meeting with a client, one particularly upset about their death.
With a John Doe cadaver and an item as a focus, she could contact a resentful soul and tie them to it. It would take almost all of her mana to complete the spell, and getting the right item would take some time. She was sure that her mother could get a hold of a body, and a battlefield would hold something she could find for a strong soul! Undercover, Blake was accompanied by an Astral Hound as she made her way between the kingdoms. Blake found here something that she couldn't believe. For the first time in a while, the elf cried. Collapsing to the Earth, she gripped the pendant like a lifeline as she bawled horribly for what seemed like hours. This was Ian's, the only other friend she had before Melody. The photo of her locked inside...no one else but her parents had a copy. Many things ran through her mind: how he could have dropped it, how it could've been stolen by someone else, but some undeniable feeling, one she knew well, told her that he was gone. This... This would serve as her conduit. Blake would bring him back... She would help him be a Knight again.
The night she summoned Rowan was dark and warm. She hid herself in her attic with the remains in the middle of a massive summoning circle, one she'd been working on for weeks. Blake placed the pendant on the body and held tightly to the somewhat charred photo of herself. Closing her eyes and mumbling the words of her Bonding Heal, she let her own soul stretch out into the ethereal plane, looking for her lost friend. Her determination allowed her to latch onto another human, and she could swear it held the same warmth, but the person she summoned was much colder... Blake lay outside the circle, crippled with exhaustion, panting and shaking as she looked up at the stranger. The body even now somewhat resembled him! Her magic wasn't as good as she'd thought it was, though. This person, the soul she pulled, wasn't her friend. They didn't even know her. It wasn't as if Blake hadn't prepared for this, but the hope that filled her left her expectations high. Dubbing her new Knight “Rowan,” the young fey formed a bond with whoever this person was. Despite everything, she still needed him...
Outfits: ❖ Casual Wear: Blake's favorite outfit is a serious of layered tops that still reveal her cleavage, green sleeves, and a layered green skirt. She likes to cover herself with flowers to capture her positive and outgoing demeanor. See photo above. ❖ Funeral Wear: A simple white dress shirt, some flowers, and a simple black pencil skirt allow her to seem stylish yet professional. ❖ Formal Wear: A floor-long lime green ballroom halter gown allows for accessorization galore.
Items: ❖Ian's Rowan's Pendant: Replacing the photo of herself next to her Knight's sister's, Blake is currently in possession of the necklace. She's hanging onto it until he either gives up the jig or asks for it back. ❖ Business Cards: ...What? Don't judge. ❖ Black Leather Belt with Five Pouches: These small pouches button closed with small dowels of varying materials for her creation spells. Forged Steel, Synthetic Glass, Synthetic Wood, Hard and Soft Plastic, and Synthetic Fabric each have their own pocket. These are stored here for use of Blake's Creation Spell.
Other: ❖ Blake has recently discovered the true identity of her Knight
Thanks for your submission! You're all set! Accepted. Feel free to post your character's topic and begin posting in one of the Kingdoms.
Weeamoo Captain
Offline
Rengato Vice Captain
Cunning Businesswoman
Offline
Posted: Sat Dec 24, 2016 5:29 pm
Username: Rengato Name: Zarina? Nickname: “The Golden One” “The Alchemic Vessel” “Rina” Race: Half-Lamia/Gorgon, Half-Basilisk Ethnicity: Greek/Persian Gender: Female (Mostly) Orientation: ???? Alignment: TN Affinity: Spirit/Water Age: 70 (Physically early 20s) Birthday: January 2nd Height: 4’11” to 20’5” Weapon: Her physical body is usually her weapon, but sometimes it’s also snake companions. Magic: Schools: {Primary = Evocation}, [Secondary = Divination]
❖ Her Evocation magic is activated through the use of thaumatergy, requiring her to speak or mime lines of incantations to use them. She can only speak four lines per post. Divination ❖ Divine Casting (C): While Zarina does rely on mana, it is not generally from her in particular. She does have mana, however, her spells rely on blessings from the snake deity that grants her divination magic. As such, much mana is drawn from the world around her itself, being gifted to her to perform the spells that she casts. This man, as such, is divine as it is gifted to her by a deity. Additionally, it is far more potent and powerful than regular mana, allowing her to cast high-level spells. Most mages that use divination combine it with conjuration and enchantments to make powerful spells that bend things to their will. Zarina, however, uses the secondary class of divination to channel divine energy through her and cast immensely destructive spells. ❖ High Speed Incantation (C): Zarina, being a conduit for Zaphir, was granted knowledge beyond her years by the deity she chose to base her Divination school on. As such, he showed her how mages of the past coped with difficult and complex spells’ cast times. This led to her gaining this spell-like ability, allowing her to cast devastating spells with mere sentences and moderate spells with just a simple word. The downside is that she has to be able to speak to shorten the duration of the incantation, meaning that if her voice is sealed she has to rely on the spell’s normal casting time. ❖ Seals of the Divine One, Zaphir (B): Zarina is capable of using the divine mana within her to craft seals that are capable of sealing away the magical properties of certain creatures and items. For instance, she uses these seals to keep the effects of her gorgon and basilisk eyes from harming those around her. She can also use it to nullify the effects of magical items and even seal off the mana supply to Knights, so that they have to battle with their own ability. Unfortunately, she cannot seal away a natural connection to mana, such as a mage’s natural ability to generate and use mana. She also cannot seal away the magical properties of Armaments, as they are far too ancient and powerful for her to try.
Additionally, this spell can only be cast through direct contact from her or a conduit that is connected to her being, such as a Knight. As long as the person is not touched, she does not have the capability to seal anything. As such, this spell is very limited in its use except for battle preparation. ❖ Sight of Zaphir (C): This spell allows Zarina to gain clairvoyance, which allows her perfect vision. It lets her see through objects, see things from miles away as if they were right in front of her, and allows her to see that which should not be seen. It allows her to see mana, invisible creatures, and even the life force of people. She can see everything with these eyes, yet that does not mean she can understand what everything is. It is easy to identify what mana is, or even a creature’s life force. However, it is far more difficult to distinguish what certain things are, such as an item covered in mana being either an enchanted weapon or an armament. Specific details are beyond her when she uses this spell. ❖ Projections of Zaphir (B): This spell allows Zarina to call upon Zaphir to aid her. This help can take many forms, usually in the form of large snakes. Sometimes, however, it will be in the form of snake-like creatures, such as lizard people, or even beneficial events occurring. Sometimes, even snake spirits will come to her aid and attack people on the ethereal plane or even protect her from attacks. ❖ Divining (D): This spell allows Zarina to look into the past or even the possible futures of people. This is one of the most common spells for all those that practice the magic in the school of divination. ❖ Spiritual Projection (C): This spell allows Zarina to project her soul, spirit, into the ethereal realm, allowing her to interact with the beings in it. This also allows her to attack people’s spirits as well, weakening their mana and such. Using this spell requires the user to meditate and chant the spell so that they are in a position in which their body will not die without the lack of a spirit. By doing so, they become immobile and unable to protect themselves. This technique is very common amongst those who practice divination. ❖ Healing Water (B): By combining water with divine mana, Zarina is able to create healing water capable of healing various types of wounds. It can also cure people of debilitating effects and even heal their spirit/mana. Wounds healed by this spell take various amounts of time to heal, depending on the spell used. Poisons can be healed within an hour, minor wounds in minutes, standard wounds within an hour, and major wounds can take up to several days depending on the wound. The water itself glows an icy blue when the spell is cast. This also acts like an acid to creatures that are of demonic or undead origin. ❖ Teleportation (B): This spell allows Zarina to teleport to various areas within her line of sight or captured in photographs. A divine light covers her and takes her from one place to the next, pushing away anything that is currently residing in the spot she is going to. The beam of light shines brighter and brighter before dispersing. Then, she reappears in the same light at another location of her choice. She can also use this spell on other people, so long as she is capable of touching them. Additionally, she can place down signets around an area. Whoever touches these signets is instantly teleported to a place of her choice. She usually uses these as a defense mechanism. ❖ Flight (B): Zarina can cast flight to allow herself to float and fly through the air. She is simply suspended in the air by divine magic, which causes her to glow with a brilliant light as she uses it. ❖ Divine Purge (S): This spell is one of Zarina’s greatest spells. Using the divine energy in her body, she focuses all of it into a single point and then expands it across an area, using the divine energy’s concentrated effect to eradicate anything that is not divine as well. Additionally, this effectively purges the user’s body off all effects, poisons, and detriments, as well as purging everyone else within the effective range of it. All magic that comes into contact with its radius-of-effect is instantly obliterated if it is not of divine origin, due to the sheer power of the concentrated energy. It does not, however, harm anyone that is not demonic or undead in some way.
Additionally, all creatures of demonic or undead origins are turned by this ability, and if they are too weak they are obliterated entirely. The divine attributes of the ability attempt to purge them, which means that they need to either start fleeing from it or face utter destruction by the concentration of divine energy. The after effects of the blast also prevent them from entering the area-of-effect due to the residual divine energy that was left over, or else they face severe detrimental effects due to the concentration of divine mana flowing about. In short, it is almost like a poison that halves all of their stats and makes them feel nauseous if they choose to venture into the after-effect range. This lasts for five of the user’s posts.
Finally, the cost for using this ability is that the user can only use their own mana for seven posts, losing the ability to use divine mana temporarily. Additionally, they cannot gather enough mana to use purge for a second time until after ten posts by the user. Evocation ❖ Blossoming Snow-Lotus (SS): This spell is Zarina’s greatest spell in her arsenal due to its incredibly powerful effects. Upon chanting the twelve-line spell, shortened to three with high speed incantation, Zarina unleashes a powerful blast of ice from around her. This blast slowly forms and shapes itself into a destructive force that starts freezing everything within the surrounding area, creating large structures and destroying everything around it. Buildings, castles, the ice penetrates and destroys it all in its expansion. Once finished, the spell resembles a giant lotus flow that has blossomed with Zarina standing in the middle of it.
The effects of this spell are not just the immediate ice-based destruction it causes. This spell causes the air to become extremely cold, capable of causing incapacitation if the enemy is not prepared for the sheer temperature drop. After exposure to the spell occurs, it takes around four posts before the enemy begins to suffer debilitating effects from continued exposure to it. This includes frost bite, their body slowing down due to the cold, their body parts beginning to freeze over and become part of the ice structure, and even hypothermia. Additionally, if the enemy did not escape the initial blast, there is a chance they are either frozen within it, pierced by it, or simply tossed many, many yards away by the impact of the spell’s expansion.
This structure lasts for twenty posts once it is created and any ice-spell that is cast within the structure has a magnified effect that increases the spell’s strength by one rank. Additionally, any water spell that is cast within the structure instantly freezes and becomes useless upon conjuration. The structure has a two-mile radius and is over eighty feet in height, various petals sometimes reaching over a mile into the air. Once the twenty posts are over with, the structures effects may end, but it takes days, maybe even weeks for the structure itself to fully melt due to its mass. The rate it melts at depends on the location. In some places, such as Yuki no Okoku, the ice structure is permanent, and as such Zarina can continually funnel mana into it to generate its effects.
This spell can only be used once per battle. Additionally, it cannot differentiate between friend or foe, attacking both equally. ❖ Maelstrom of Ice (A): This spell, like the name suggests, is a destruction spell that creates a giant storm of hail capable of destroying most large structures. It rips through people, buildings, and even large creatures with great efficiency. Additionally, flying creatures and people who attempt to fly in it get caught in the storm’s torrential winds, being bludgeoned twice as badly as other people due to being flung around in the storm. This storm lasts for four to five posts and requires eight lines to chant. This is shortened to two by high speed incantation. ❖ Destructive Ice (B): This is a general use ice spell that Zarina likes to use as her standard method of attack. It consists of an ice blast that can be shaped into different projectiles or even used to freeze people solid. It requires only one word to be spoken by Zarina using high speed incantation and only a single phrase without it. This is the spell she has practice the most with in her life. ❖ Mana Blast (C): Following the same principles of Destructive Ice, this is a spirit variant of it that is simply blasts of concentrated mana that is capable of blasting away other people. Additionally, this blast affects spirit creatures and the like. It is a single line, and thus it is one word with high speed incantation. While using divine mana, this spell has a divine attribute. ❖ Cloud of Destruction (B): This spell generates a large cloud that rains down concentrated mana energy on her opponents. It is destructive, but not as much as maelstrom. It also is only useful as a destructive ability and is not controllable at all, leaving Zarina as the only person incapable of being hurt. The cloud is actually quite small, covering about the length of five, standard houses. It is three lines normally, and one line with high-speed incantation. ❖ Water Manipulation (C+): This spell is a very simple water spell that allows the user to control the water around them and form it into a tsunami, whirlpool, or even a false hurricane. This spell can form various objects out of water that can be used to fight. This spell is always just a single word. ❖ Ice Manipulation (C+): This spell is a very simple ice spell that allows the controller to use ice around them to make weapons, freeze people, and attack others. This spell is always just a single word. ❖ Sigils of Destruction (B): By infusing certain magic sigils with an affinity, Zarina can cause these sigils to erupt with that element, inflicting massive damage on opponents that trigger them. The sigils are much like the teleportation, signets, only they glow different colors depending on the element associated. Blue is water, light blue is ice, white is spirit, and gold is infused with divine mana and a random element. Once triggered, the effect is a randomized attack that could simply be an explosion of the element, or maybe a concentrated attack such as an ice spike erupting from the ground. It will always be an attack, however, due to its status as evocation magic. ❖ Poseidon’s Passion (A+): Zarina’s strongest water spell, Poseidon’s Passion is very similar to the Blossoming Snow-Lotus. The difference, however, is that this spell will disperse completely once it is finished. Water is drawn from the ground, lakes, oceans, and magically generated to create a giant dome of water to entrap enemies in while leaving an air pocket for Zarina to stand in. Much like Snow-Lotus, bystanders can get caught in this attack as well. Once within the domain of water, it will start generating destructive spirals that can cut and maim even dragons, ripping all those trapped within it to shreds should they not be prepared for it. From the outside, it appears to be a giant, spiraling orb of water that resembles some strange, whirlpool-orb.
This spell lasts for four of the user’s posts and can be escaped if the ones trapped manage to fling themselves out of the water. The closer they get to the air bubble, however, the more destructive it becomes, effectively cutting them to ribbons if they attempt to approach Zarina while this spell is cast. The best option for it is to simply retreat outside of it and wait till it ends. Once ended, it will take an additional six posts before she can cast it once again. While casting this spell, she cannot cast any other spells, meaning that she is effectively out of the battle until four turns are over with. This spell is twelve lines and with high speed incantation it becomes three. ❖ Glacial Explosion (B): This spell allows Zarina to create multiple lines across the ground that erupt with powerful force, creating ice as they do. This ice is jagged and sharp, expanding out and cutting anything that they come into contact with as they grow out. Additionally, the momentum behind them is capable of tossing people many yards away, knocking even trolls as far as seven yards away. This spell is four lines and becomes one when spoken with high speed incantation. ❖ Orbs of Destruction (B+): This destruction magic takes the form of mana orbs that can be controlled and placed around a designated area. As long as they are sustained, they will last until the Mage falls unconscious. These orbs, despite seeming to act as light, will detonate at will or upon being touched by the enemy, creating a massive explosion of mana that can eradicate low level enemies with ease. This is defensive-type destruction magic, usually set up before a battle or while someone is watching for enemies. The concussive force of the blasts is immense, capable of throwing back even ogres. This spell is an eight line spell, and it is a two line spell with high speed incantation. ❖ Final Soul (A+): Final Soul is the strongest spirit-based evocation magic that Zarina possesses. By using the affinity of spirits, she creates a massive amount of condensed mana that sucks in mana around it in an attempt to sustain itself. This essentially creates a black-hole-type phenomenon with a single point of energy that pulls every bit of energy within the area into it to fuel itself. The result, however, is merely the continued condensing of more and more energy as the black hole fuels itself. Whatever creatures that are unfortunate to find themselves sucked into this palm-sized black hole will find themselves exposed to pure, unfiltered and super-condensed mana. The effect is that it will burn and disintegrate them from the exposure to pure, raw soul energy. The effect it has on the outside world is that it creates gigantic winds that pull enemies in her direction and into the black hole. This has its greatest effect on flying enemies that make use of the sky.
The secondary, effect, however, is the eventual collapse of the black hole. Once it has consumed too much energy, it will collapse in on itself and explode with immense force, unleashing the raw energy upon all those nearby. Zarina, however, is capable of directing the energy in a specific direction. This results in a large beam of energy that shoots for from her palm capable of eradicating most things from sheer exposure to raw mana. This spell lasts for three posts before the explosion occurs, blasting the beam on the fourth turn. It is a twelve line spell that is shortened to three lines with high speed incantation. ❖ Spirit Reversion (C): This spell allows Zarina to eradicate spirits by using the opposite charge of their energy to disperse their mana. This only works on beings composed of only spiritual energy and it essentially erases them, turning them back into the mana that they were born from. This spells requires a single word to be uttered at any given time. ❖ Icicle (C): Zarina uses this spell to create sharp icicles capable of slashing flesh. These icicles vary in size, being the size of small knives to the size of great swords. It depends on how much mana she uses to form the icicles themselves. This spell only needs a single words to be uttered at any given time. ❖ Water Whips (C): Zarina uses this spell to create tendrils of water that will whip around and slash at her enemies should they get within range of her. She can create a maximum of eight tendrils. The whips crack with enough force to knock back most medium-sized creatures. She can also combine them to make them larger and more powerful. This spell requires a single word to be uttered at any given time. ❖ Song of Destruction (C): Zarina uses this spell to combine her voice with mana, allowing her to unleash devastating sound waves that can cause hearing loss and disorient her enemies. The sound of her voice, while beautiful, is incredibly harmful to those who hear it, causing them immense pain. This spell only requires a single word to be uttered at any given time. It lasts three posts and combines with her natural ability to cast spells, allowing her casting to be harmful for others to hear. ❖ Reverberate (D): This spell grants Zarina the ability to cause things to shake and shatter with her voice. It turns her voice into a weapon capable of destroying various objects that she so desire. It can be cast with a single word at any given time. ❖ Rebuke Undead (C): This spell allows Zarina to obliterate an undead creature with evocation magic. She does this by casting mana over it with a spirit affinity, driving the spirit from the body and obliterating from exposure to raw mana. This has no effect on anything that is living. It can be cast with a single word at any given time. ❖ Mana Disc (C): This is a simple spell that creates a disc of pure mana. It is capable of being thrown great distances and is guided by the user’s will, making it incredibly accurate. It has a maximum distance of two hundred feet. It will cut through anything that comes into contact with it and can explode on command. This spell can be cast with a single word at any given time. ❖ Water of Disintegration (B): This spell creates a large orb of water that is capable of obliterating all those trapped within it. Once inside the orb, it will begin dissolving all those trapped in it until there is nothing left. With enough force, a person can break out of the orb of water. Rather than boiling someone alive or anything like that, it acts more like an acid that eats away at the layers of skin. If exposed to the water for more than two posts, it will begin slowly killing whoever is in it until ten posts comes to pass. At that point, they will have been completely disintegrated. This spell takes four lines to cast and one with high speed incantation. Unison: Divine Evocation Spells ❖ Song of Divinity (A): The Song of Divinity is a high-powered spell that combines divinity magic with spirit evocations magic. Much like Song of Destruction, it combines mana with the voice of Zarina, however, it also amplifies it with the power of divinity to extreme levels. While the song will have the usual effect it normally has, it is louder, stronger, and capable of bringing people to their knees. Additionally, her voice is capable of obliterating the demonic and the undead if they listen to her for too long. Every turn they spend fighting her while she is using this spell, they take massive divine damage and hearing damage. Necromancy is dispelled by this ability as well, the divine sound waves disrupting the dark magic that is keeping them together. All undead and demonic creatures must flee from her within four posts or face permanent damage from the attack. Her voice also carries divine energy, meaning the soundwaves themselves are harmful. As such, simply blocking out the noise will only protect them from hearing damage, as the waves will still bounce off of them and inflict divine damage.
As with the Song of Destruction, this spell can be combined with her natural ability to use spells, allowing her to harm others as she casts spells. The effects of this spell last for ten posts, and the longer people are exposed to it the more likely they are to suffer greater hearing damage. At the end of ten posts, however, the severe drawback is that she loses her voice for an entire day, forcing her to mime her spells from then on out and spend the full time casting them. This also means that she is incapable of using her vocal destruction spells, as she does not have a voice anymore. Additionally, no one is safe from this attack, causing her allies to become damaged as well if they do not have a way to block out the noise.
This spell takes 32 lines to cast normally, and with high speed incantation it is a total of eight lines. ❖ Divine Sphere (A): The Divine Sphere is a divine water evocation spell capable of immense destruction. Imbuing the water spell with divine mana, this spell form a gigantic, spiraling orb of water much like Poseidon’s Passion. Instead, however, it hovers in the air above everyone, looming over them with its destructive presence. If it is dropped on the ground, it will begin to tear away at everything below, spiraling and tearing away at all those who happened to get caught up in its fall. Additionally, it asks as a whirlpool as it unravels on the ground, continuing to spiral and cut into people as it sucks them towards the center of it for maximum damage. The surrounding area is also pulled into the orb’s destructive effects, meaning that those caught within have to deal with debris and other hazards spiraling around in the deathly whirlpool’s grasp.
As the water is imbued with divine properties, any undead or demonic creatures caught in the attack will be assaulted by divine damage as well as the cutting attacks the spell normally causes. Unless they escape from it, the water will weaken their bodies to the point that they will be cut to ribbons before they ever reach the center of the unraveling whirlpool. Additionally, this soaks the area in divine water, preventing any undead or demonic creatures from touching the ground that any of the water touched. This means that, unless the creatures can fly, they cannot approach Zarina once this spell has been used. The water will dissipate after a day or so, unless it happens to rain, much like regular water.
This spell does not differentiate friend from foe and will attack them both alike. Additionally, to cast this spell, Zarina has to speak 64 lines. With high speed incantation, this is shortened to sixteen lines. ❖ Wrath of Zaphir (A+): Combining spirit evocation and divination magic, this spell creates hundreds of thousands of spheres of energy around the battlefield composed of hyper-condensed divine mana. Just one of these orbs is capable of destroying an entire room in a building, outright obliterating anything within it. The concussive force behind them is also incredible, capable of knocking back even adult dragons with their explosive power. Additionally, the orbs can be combined to form bigger and bigger orbs, adding onto the explosive power of each individual orb.
This attack is only somewhat controllable. While Zarina can order which orbs are used, she can only command them to fall to the ground in a singular path and smite whatever is at the end of that path. As such, she cannot have it follow anyone around and hit them based on her will. She has to calculate where her enemy is going to be and attack them accordingly. If those calculations are correct, however, the orbs have the ability to take down high-level creatures. Undead and demonic enemies are obliterated by the orbs, taking twice as much damage as other beings. Additionally, the residual mana left over from their explosion acts as a deterrent, causing pain for any demonic or undead creatures that approach it.
This spell lasts until all of the orbs have been fired towards her enemies. Additionally, this spell requires the user to speak 96 lines to use it. With high speed incantation, the amount becomes 24 lines to cast the spell. ❖ White End (S): White end is Zarina’s strongest spell physically. The only reason it is not her greatest spell is because of the versatility of Blossoming Snow-Lotus, the spell being highly destructive and making her attacks more destructive. White End, however, will obliterate anything caught in it with an icy winter. The spell generates a frost that is capable of instantly freezing all those caught within it. This spell starts at where Zarina is standing and then begins to spread out around her at a rapid pace due to the divine mana infused within it. The ground, trees, enemies, it does not matter what is around her, this spell will instantly freeze it and move on like a living being, wanting nothing more than to expand and expand until it has consumed everything. This spell does not pierce, nor does it bludgeon enemies. Instead, it murders them by freezing them solid and shatters them.
Additionally, due to the divine properties of this spell, the ice that it creates will never melt unless met with divine fire or equal or higher caliber. Even then, those that are frozen by this spell or more likely to die than be revived from being thawed out by the fire, due to needing to be unfrozen in one instance, or at least within one minute. In addition, anyone who is touched after they have been frozen have a fifty percent chance of being cracked instantly, breaking apart and dying from the touch. The land that this spell affects will not recover by natural means either. Divine warmth would need to spread out across whatever it touched, and then the land would have to be reborn, the grass replanted, and trees revived. Essentially, it brings a wintery end to every last living thing within its boundaries.
This spell is the ultimate attack spell of Zarina, and combined with her Blossoming Snow-Lotus can obliterate an entire village if she used them in conjunction. As such, this spell has the greatest casting time of all of her spells. It takes a full 128 lines to cast this spell. With high speed incantation, it still takes a full 32 lines to be able to cast this spell, making it very difficult to cast it in battle, nearly impossible. Additionally, the spell’s ice extends twenty feet per post, the post it being cast generating ice twenty feet around her instantly.
Relationships: ❖ N/A
Strengths: ✔ Gorgon Eye: Zarina’s right eye holds the ability to turn anyone who gazes into it to stone, petrifying them slowly and agonizingly. The petrification starts from the eye or eyes that gaze into hers, instantly blinding them. Once the petrification starts it does not stop, even if they look away from her, as the effects have already begun, and there is no way to undue the curse without a full-gorgon’s blood. Even then, it takes high-level magic to break the curse using the blood, meaning that a great mage is required to revive the person. Her possession of it grants her immunity to the effects of other Gorgons’ eyes. ✔ Basilisk Eye: Zarina’s left eye holds the ability to kill all of those that gaze into it directly or indirectly. Its mere reflection has the capability of destroying a person’s nervous system and shutting down all of their body functions, giving them instantaneous death. It can kill anything, even inanimate objects so long as it has some optical function and power source. Not even golems can live through direct eye contact. The eye also grants her immunity from its deadly effects and the effects of other Basilisk eyes. ✔ Camouflage: Due to her heritage, Zarina is capable of changing her form from her snake-like appearance to a more humanoid shape. This is shown in various different levels of serpent-like attributes. Additionally, her hair color, eye color, and skin tone are all subject to change as well, as well as her body type. Generally, however, she tries to remain close to the general appearance she perceives as being most like her. This is usually a scaled individual with white hair and olive skin. She also often keeps her heterochromatic appearance. Generally, she prefers not to revert to her snake form. Her body, however, can take on the coloration of areas around it and give her a natural camouflage. ✔ Her age has allowed her to master man spells and develop a strong affinity with Zaphir. ✔ She has a considerable amount of mana due to being born from two powerful creatures known for their magical prowess. ✔ She has an affinity towards ice due to her extreme exposure to her ice magic. This has gifted her a resistance to it to the point that she is nearly immune, only magical ice being able to affect her. Additionally, even magical ice is weakened. ✔ She can learn languages in mere weeks. This has allowed her to learn three different ones already. Common/Elven/Persian ✔ She can communicate with serpents. ✔ All serpents are friendly towards her due to her connection to Zaphir. ✔ She is capable of casting her spells without speaking, however she must mime the full amount of lines. ✔ She is capable of beautiful singing. ✔ She is very manipulative. ✔ She is revered in her homeland due to her connection to Zaphir. ✔ She is cold and calculating. ✔ She is highly intelligent. ✔ She is an expert spellcaster. ✔ Her body is often infused with divine energy, making her harmful to touch for demons and undead.
Weaknesses: ✘ She does not like heat at all. Due to her affinity for ice, she lost her affinity for heat despite being from a desert area. ✘ Her eyes are uncontrollable, and as such she has to seal them away so as to not harm others. ✘ She is sometimes distracted by particularly beautiful music. This is mostly outside of battle as the danger of dying is more distracting than music. However, it can cause her to take extra time to cast a spell. ✘ She is not good at making allies due to her status and channeling Zaphir. ✘ Hawks and other birds are always trying to fight her due to her connection to Zaphir. ✘ She is incapable of fighting for the most part. She can turn into her snake form and throw people around but she is physically very weak. She simply has mass on her side. ✘ Most of her “fighting” is standing around and flinging highly destructive spells around, possibly hurting friends and foes. ✘ She is generally lazy, and in a warm environment will get groggy much quicker than normal. ✘ She has a habit of trying to eat various eggs that she finds, regardless of what they may belong to.
Likes: ✔ Eggs of all shapes and sizes. It matters not how it’s cooked or if it’s cooked at all. ✔ Winter ✔ Yuki no Okoku ✔ Her homeland (Will be named later when it’s discovered) ✔ Zahir ✔ Snakes ✔ Napping in the middle of the snow. ✔ She likes wrapping around things, it’s how she shows affection too. ✔ Swallowing food whole instead of chewing. ✔ Singing ✔ Crushing things ✔ Ice and snow ✔ Eating ✔ Slapping people with her tail ✔ Napping in general ✔ Fruit of all kinds ✔ Water ✔ Various fruit juices ✔ Tropical Foods and drinks ✔ People who can watch themselves in battle
Dislikes: ✘ People who can’t watch themselves in battle ✘ Heat ✘ Deserts ✘ Not being able to eat things ✘ Alcohol ✘ Fire ✘ Hawks and various birds ✘ People who want to touch her scales ✘ Horrible music ✘ Children ✘ People messing with her tail ✘ Gaudy People ✘ Chocolate
Personality:
❖ Generally, one could say that Zarina is a rather friendly person that seems to be quite passionate about what she wants from the world. She does not give off the chipper attitude one might except from her appearance, and instead she has the attitude of a very conniving creature. She seems secretive and skulks around, watching people from the shadows and merely observing large groups of adventurers. Now, some people might mistake this sort of attitude for some sort of shy personality, yet that is not the case at all. No, she is like a creature that stalks and watches its prey, learns its movements, and then moves in for the kill when they are least expecting it. Regardless of whether people are her allies or not, she observes habits that they have and their attitudes, silently judging all those before her. This is so she can determine whether or not it is worth her time to associate with those people or not. Irrational people, frustrating people, and those that seem to be against the idea of more monstrous humanoids are among people that she watches out for.
Now, this fake shy personality may be her most dominant trait of who she is, but that is not the only part about her that makes up her personality. She is, in the shortest possible explanation, a very lazy person. She is a slob that lays around, naps, and tries her best to convince others to do everything for her instead of trying to do anything herself. Getting food, going on adventures, or even casting her own spells seem like a lot of work for the “young” woman, and she would rather spend her time trying to enjoy every possible second in the most leisurely way possible. This usually involves her curling up near some sort of cold, icy structure and staying there for hours, sometimes even days. This very lazy attitude usually leads people to pass her off as some shy, adorable girl that only wants to be taken care of by all the people around her. In reality, however, this is one of the many manipulative aspects to her personality that she uses to her advantage.
Zarina is not above using her looks or her attitude to her advantage, often using them in combination to get most people to do what she wants them to do. After all, if you have the capabilities to manipulate people, then that is probably what you should do, right? This manipulative aspect of her has led many intelligent people to come to dislike her greatly, viewing her as a greedy, conniving little snake that is extremely ungrateful for everything that she has. While this may hold some truth, Zarina finds those types of people to be hypocritical. After all, they use their intelligence to manipulate people into believing their ideas and theories to pass off their own agendas. She merely uses what attributes were bestowed to her upon birth to gain the proper advantage due to her. If they can manipulate people into listening and it be alright, then she can manipulate them into doing and it be perfectly fine. That is the logic that she lives by. It is not immoral to her, simply a fact of life that gives her advantage.
Additionally, Zarina is also a glutton in every sense of the word. If there is some type of food nearby that she can eat, then she is going to try her best to procure and eat that food as best she can. If a person puts a basket of fruit in front of her and says to have as much as she would like, then they would find themselves with an empty basket without even the seeds of the fruit. She is so gluttonous that she swallows her food whole, trying to save as much time as possible before she starts shoveling more food into her. While this usually does not prove to be too detrimental to her in society, she has been known to get into trouble with one food in particular. Eggs. Her natural snake instinct kicks in whenever she is around eggs and she cannot help herself. Whatever the egg, whatever the creature that made the egg, she will try to eat it, and if she can help it she will eat it whole. Cooked, uncooked, no egg is safe from her wrath! She will consume them regardless of how much danger it puts her in, with only the most life-threatening of situations preventing her from doing so. This has caused her to get into tremendous trouble with those around her, often getting scolded for this bad habit that she has. Even if she is caught in the act of eating the egg, she will simply look at the person who has caught her for a few seconds before slowly going back to consuming the delicious food.
Aside from delicious food, there are other quirks and aspects to her personality. She is revolted by the sight of birds and bird-like creatures. Dragons are fine… but harpies are not. Anything bird-like in any way is met with hatred and disgust by the woman, wanting nothing to do with them. Often, she finds herself in the corner of a room glaring at the from behind a chair or something of similar comedic effect. Their very presence sets off her natural instinct to start a fight with them, as it is only natural for birds and snakes to dislike one another. Because of her dislike of birds, she has many problems with things like messenger birds and such. Whenever she tries to use one, it will often attack her and start trying to claw her head, causing her to run around trying to rid herself of the horror. Now, she has grown used to having snakes swallow all of her messages and then carry them to people she needs to contact. Any activity that involves birds, she has found some strange way of replacing them so as to partake in that activity without their use.
Her personality also allows for a lot of nonsense, preferring the comedic person over the overly-serious type of people. After all, the more serious someone is the less likely they are to be manipulated into doing whatever she wants. Comedic people also often go with her antics to try and have a good laugh, allowing her to both enjoy herself and get whatever she needs done. The less serious person, the better. Although, she also does not trust comedic people with anything and will not partner with them outside the kingdom. She views their goofing off as more likely to get them killed, especially with her using high-powered spells that require them to be paying attention to the battlefield constantly. Goofing off will only result in their imminent death, most likely by her own hand. As such, adventuring is the only time that she puts up with the nature of serious people, viewing them as necessary to get what she wants accomplished. Otherwise, she will try her best to keep those of a serious nature far from her circle of friends. In addition, she finds that serious people are more likely to reprimand her for her silly antics involving eggs and the like. As such, she avoids them so that she has a greater chance of eating them without any sort of repercussions.
Zarina, however, has been slightly traumatized by her past, living a sort of half-conscious life most of the time. A lot of her comedic attitude serves as a sort of façade to hide all the pain that she is suffering from the loss of her mother. Having watched the woman being butchered and then force-fed her body so that she could grow even stronger, she never fully recovered from the after-effects of cannibalizing. While she is still fully capable of using her magic and powers, she often finds herself staring blankly at night, simply looking at the stars she used to gaze at with her mother when she was a child. Just the thought of what she was forced to do sends her into a blind rage, thrashing about in agony. She feels entirely responsible for the situation despite being unable to do anything to stop it. This pain and agony has followed her for over fifty years, never healing. The wound has merely been deepening more and more over time.
In short, she is a very sneaky individual that, while she is somewhat friendly, is not the most trustworthy companion to be had. She observes people’s weaknesses and makes sure to use whatever she can to her advantage whenever she has to end up fighting them. Food is her absolutely weakness and probably the best way to get into her good graces. A humorous person is also likely to make friends with her a lot easier than someone who is solely focused on exploring or their work. If a person cannot be manipulated at all then she usually tries her best to minimize her interactions with them as best she can. Overall, however, she is not that bad of a person. She has simply been hurt deeply by the tragedies of her past and is trying to move forward now. That, however, is a long process that may take quite a bit of time, especially if the last fifty or so years have yet to do so.
Posted: Sat Dec 24, 2016 5:30 pm
History:
❖ Zarina’s existence is a very unnatural phenomenon. It involved a gorgon, her mother, having her eggs fertilized by a basilisk in an attempt to create the ultimate snake being to become the vessel of Zaphir, so that his magic could influence the world. As such, her mother was taken by a group of Mages from their kingdom and force to allow them to create such a being. The result was Zarina, a girl who was named “The Alchemic Vessel” to symbolize her chimeric nature and the fact she would be Zaphir’s vessel. Zarina maintained both the strengths of her parents, the ability to turn those she stares at to stone and to kill all those who gazed upon her eyes. As such, the priests bound her eyes and would not let her see the light of day until she gained the ability to seal them. This was done with a magical device that attached itself to her face, covering her eyes entirely and not allowing any light to reach them.
For the first fifteen years of her life, Zarina lived in absolute darkness, unable to see anything or find beauty in the world. The only vague idea she had of what things looked like was more like feeling. She knew the shape that things felt like with her hands, and as such she had no concept of colors or even what shapes were. Her mother tried her best to take care of her like this, helping her around and trying her best to feed the poor girl so that she would not suffer as much as the Mages were making her. She came to form a very affectionate bond with her mother, seeing her as someone that she could rely on. In a world where everything was dark and there was only one kind person in your life, Zarina needed someone to cling to and hold her hand as she tried her best to be the Mage that she was expected to be. By the time she had reached the age of fifteen, Zarina was finally capable of performing the sealing spell needed to keep her eyes from harming those around her.
Once she performed the spell, the device was unbound from her face and she was able to see the beauty of the world for the first time. Excited, she embraced her mother whom she could finally see for the first time in her life. The two of them were so alike, almost like twins, with her mother being merely a bit older than her. At this point in her life, she was at her happiest. There was nothing in the world that could bring her down. She had mastered divine magic, and she was just starting to learn her evocation spells. After this, however, her mother saw no need to baby her anymore. Since she could see and she could feed herself, she was expected to do many things that she saw as bonding on her own. Slowly, the relationship between her and her mother became strained, the pampered girl expecting to be treated like she always was. This was emphasized by their constant fighting and frustrations with one another. She needed to grow up, and her mother was trying to make a point of that. One needs to stand on their own feet.
After three years had passed, the relationship with her mother had lessened considerably, the two merely treating each other as friends and family rather than the extremely close relationship they had. Unfortunately, that relationship was also about to come to an end. The Mages had deemed her ready to take on Zaphir and bring the deity into the world once more. They, however, needed to strengthen her beyond measure for her body to withstand the mental strain of projecting Zaphir. As such, they sought to traumatize her to the point that she broke, and then they would fix her mind and make her stronger than ever before. This, however, backfired. The group of Mages slaughtered her mother in front of her and then force fed the poor girl her mother’s body. This mentally broke the girl, causing her extreme emotional trauma. What occurred, however, was a phenomenon that the Mages had not expected. The ones that had been with her performing this cruel ritual, were obliterated by the girl casting divine evocation magic, destroying the entire building that they were in. In reality, however, it was Zaphir that used her body to cast the magic and prevent them from damaging her beyond repair.
From that point on, Zarina was living a half-life, simply moving from place to place and living as best she could. Finding nothing but disappointment in the world, she slowly began to practice her evocation magic dedicatedly. She started spending days on end working on the destruction magic, wanting nothing more than to obliterate everything around her and take revenge for what had happened to her mother… what they did to her. Sure, they were dead, but she had not been aware of their death. Zaphir was controlling her at the time, and when she awoke they were gone, having been disintegrated. Her pain, in her mind, would never be ended, and her mother would never be avenged. As such, she practiced and practiced her evocation magic, perfecting it to levels beyond what had been expected of her when she was with the group of Mages. In fact, by the time she reached forty, she was an exceptional Mage that was beyond all of her peers, drawing attention from people throughout her kingdom.
It was then that people were sent to collect her and force her to take on a Knight and fight for her kingdom. That was the way of her people, to force those with strength to bend to the will of rulers and fight for them. Zarina, however, did not want any part of it. By that time, she had finished her training and was merely refining her skills to lower the casting time on her abilities. When she was met with the soldiers that had been assigned to bring her back, she merely met them with a smile and began chanting something. The soldiers, unware of what she was doing, tried to approach the woman, wanting to bring her back by force if needed. What she gave them, however, was a very icy death. Her first casting of White End caused an entire section of the kingdom she was from to be covered in eternal ice, never to be melted, and the soldiers were destined to be frozen there forever until someone of similar strength freed them from their icy slumber. When more soldiers were sent to investigate, they realized that they had lost the hybrid forever.
Over the next twenty years, Zarina drifted from place to place throughout the deserts of her kingdom, trying her best to survive. What she discovered, however, was that she had been practicing her ice magic too much, having grown too accustomed to its cold nature. The heat was too much for her, and soon she found herself needed to move towards colder and colder climates to feel more comfortable. Her body was slowly becoming less and less compatible with heat, making her life very difficult in the desert-filled kingdom that she had been born in. It was sad but there was no way she could continue living her life there without some sort of complications arising for her. Every kingdom she visited filled her with more and more depression, finding herself dissatisfied with the climate and the people. It did not help that she was being constantly hunted down by her own countrymen. Even through new generations, she remained a target for their kingdom to attempt to eliminate for some odd reason. Their grudge seemed to be as eternal as the fate those soldiers had been punished with.
Before she realized it, she had ended up in an icy kingdom that was filled with nothing but cold and snow. It was a perfect place for her to exist, to live without being bothered by the people of her kingdom. Despite this, she had been followed across the kingdoms, soldiers being forced to try and apprehend her for her crimes against the kingdom. Having wiped out a platoon of soldiers with the first casting of White End, it was only natural that she was seen as an enemy of their kingdom. Luckily, the creatures of the snow kingdom seemed to be far too formidable for ordinary soldiers, the men constantly being turned away by more and more frightening creatures. The further they journeyed into the land, the more of them that died by the hands of immensely powerful creatures. Not to mention how hazardous the mountainous region seemed to be, making it very difficult for them to navigate it. The severe climate difference was also a factor that limited their progression in obtaining her. Zarina, however, merely traveled further and further into the mountainous Yuki no Okoku so as to prevent them from finding her.
The last ten years have been her living in a cottage near one of the villages within Yuki no Okoku, having made a name for herself as a cute girl capable of defeating frighteningly powerful creatures. With so many years of magical training and natural ability under her belt, she managed to impress many of the people within the kingdom. As an outsider, however, she was mostly shunned by them on a personal level. No one wanted to be involved with the scalely woman. Even though she used a mostly humanoid appearance, and no matter what kind of camouflage she used, they would not accept her into their kingdom. Either way, she was still able to manipulate many people that took pity on her, getting free food and supplies from many of them. A lot of people cooked for her and cleaned up her house on the outskirts of town, wanting to take care of the young woman that was living on her own. Despite her appearance, no one questioned why she was living on her own either, simply taking care of whom they saw to be a pitiable young woman.
Recently, Zarina has been using her spells to obliterate dangerous creatures that have been edging closer and closer to the cities. While she would normally stay out of their affairs, this has proven to be advantageous for her. Due to her participation, she has been consistently rewarded for her efforts to keep the kingdom she is now living in safe. Her spells, however, are not the most effective in Yuki no Okoku, yet their sheer power and force is enough to make up for that. Still, even she has her limits, and she often finds herself meeting them whenever she tries to protect a village. She has to have adventurers stall for her while she casts her spells, else she will quickly be slain by creatures on the battlefield. Having to use less powerful spells has also caused her to need people to constantly protect her while she pummels creatures with high-powered spells. Hopefully, she will be able to find some sort of existence for herself where she can allow people to know how powerful she can truly be without fear of being kidnapped for it.
Outfits: ❖ She generally wears a pair of white pants and a pink top. Her shoes are pink as well to match the top and her socks are white. She has various golden bracelets and necklaces from her homeland that she wears as well. ❖ Sometimes she wears more traditional clothes from her homeland, which include veils, more revealing tops, and long skirts. This is generally to deal with the heat.
Items: ❖ She has various utensils for eating on her at all times. ❖ She has a metal container that holds cold very well, so that she has cold on the go.
Other: ❖ Her heterochromia is natural. Despite her ability to correct it, she refused to do so. ❖ She usually refuses to use high speed incantation because it will cause the same problems she has faced in her home kingdom. She only uses it under extreme situations.
Your character, lady, is approved. Only a slight update I see. Keep up the good work.
Posted: Sat Dec 24, 2016 9:23 pm
Alright, Company Cat! Haha, it's ridiculous that your profile is over a post. I love it, though! She's super in-depth (more so than I expected, that's for sure!), can't wait to see what happens.
Just be sure you don't go too overboard with her, though!
Accepted!
Rengato
Weeamoo Captain
Offline
Crohm Cindersoul
Enigmatic Prophet
Offline
Posted: Sun Dec 25, 2016 4:31 am
Username:Noire Solomon Name:Ehruzariel Graze' Nickname:Ehru or Graze Race: Fae Ethnicity:Scandinavian. Gender:Male Orientation:Straight Alignment:Lawful Neutral Affinity:Earth Age:Unrecorded(possibly atleast 500 years old)(Physically in his 30's) Birthday:Unknown(possibly lost in his initial escape) Height:6'7 Weapon:The Formless Abyssal One:a Weapon summoned,specifically for him,in a time long forgotten.Its nature and form is what its wielder wills it(it can assume the form of any "bladed" weapon).It feeds off conflict of any form to power itself and will stir most creature but its wielder to fight although he can shut that certain effect,it all takes effect when he starts to fight as well as some other effects(his 2nd and 3rd natural abilities). Mage: None
Natural Abilities: (Name and Rank) ❖ Martial Mastery:allows him to make use of any weapon as long as they're not armaments within a 15 meter radius and anticipate any form of martial art from any person within a 5 meter radius(Includes weapons he's only recently encountered or trained with).Rank B ❖ By Blade and blood:An ability that grants him a dialed up depth perception ,agility,and strength the longer a fight becomes decisive or dragged on with the cost of his sanity(peaks when a dice is rolled with 4 or 6 after 5 turns).Rank B+ ❖ In Madness,he comes:It is triggered when "By blade and blood"peaks. An ability that grants him strength and physical body fortification,but looses his sanity and the ability to use Martial Mastery.This enables him to fight unpredictably,but allows and ignores any injury done upon him.This doesn't mean he's immune to damage,the damage is there but he cant feel any pain from it.This ability shuts off in 4 turns or when he is incapacitated.Rank A-
Magus Abilities: (Name and Rank) ❖ ❖ ❖
Unison Abilities: (Include Description and Rank) ❖ ❖ ❖
Strengths: ✔Ageless immortality:With that being said,his injuries still takes long, if not, longer to heal than most creatures,a simple scratch wont close for days. ✔Peaked dexterity:He's good with his hands and can craft most things from furniture to weapons as well as tricks with a sleight of hand. ✔Physical augmentation:Experiments done on him gave him physical strength and Body fortification similar to that of a giant.(Applies only to his physical strength and is body's muscle strength and endurance and his bones density.his overall form is unaffected by it) ✔keen eyes:his eyes sees completely in total darkness,and can track fast moving objects at an abnormal rate. ✔Old age:being an immortal has its perks,one of them being that experience comes as long as your alive and the other being you've seen most things they're only starting to see. ✔Honorable ✔Chivalric
Weaknesses: ✘Hes sometimes unwilling ✘So long as its got nothing to do with him ,he wont do anything about it ✘Is plain broke and homeless and practically a sell-sword ✘He wouldn't strike first at any given circumstance ✘Conflict follows him because of his weapon
Likes: ✔ Farming ✔ Art in any form ✔ His peace and quiet ✔ Justice in any form
Dislikes: ✘Betrayal ✘Thievery and Dishonesty ✘Warmongers ✘Conflict In general
Personality: ❖He has a calm demeanor and reserved most of the times and would rather not fight and enjoy a peaceful stroll.He's also kind to most that he deems worthy of his kindness and cruel to those who deserve it.He also very meticulous when planning and has a cunning side when fighting tactically and strategically.
History: ❖Records left from an old facility depicts humans once kidnapped other creatures to study them and make weapons of them ,and he was one of the unlucky children taken from their homes.Numerous experiments and augmentation altered his body changing him from what he originally was and by that time all he knew was a number designation,Number 4613.
Doctor Melphis was the doctor assigned to him and with the doctor,his assistant,a female elf named Astraea.Day after day ,experiments after experiments,all he knew was pain and the scream of agony of others like him echoing within a dark facility,but what kept him alive was Astraeas warmth and kindness and Doctor Melphis's fostering him as a son.Those days were his first taste of family,but it didnt last long.Many years later, The lead researchers decided that it was time for them to summon The Formless Abyssal One to the world and have the remaining test subject fight for the weapon and last one standing as a test for the strongest creation within the facility , and the last survivor receives it and his freedom;or atleast that was their plan,the moment it was completely summoned.It quickly drove the people around it in a frenzy.a bloodbath that included everyone.no one was spared of the blades effect,until a certain Fae took hold of the weapon ,the effect was shut silenced, only for him to witness the aftermath. His dear Astraea and Doctor Melphis succumbed to the weapons power and killed each other in the process,aswell as an uncertain number of people within the facility.He then buried the remains of his only family near an oak tree and would visit it from time to time.In the following years he became a sell-sword for countless nobleman and peasants alike taking any job regardless of the risk but nameless he still was so he took the name Ehruzariel later on in his life and was given the name Graze even later on by someone while he was hired. But living his life became a chore for him and he decided to hide from the world,he became uninterested with it and isolated himself in the far north,never even visiting the grave of his only family.But even in that long isolation,he longed for a family.Then came a day where he finally decided and left his "cave" and out in the world again,by that time ,the world is already unfamiliar and changed to him.But he never faltered.He visited his family after a long while and then set out to find a new family he can pledge his life to again.
Items: ❖A necklace he found while on the job.it nature is unknown to him but as far as he knows ,it glows blue whenever disaster is soon to strike ❖ The Formless Abyssal One assuming the form of a Great-sword mounted on his back,his primary choice of weapon form.
Other: ❖While he does still have the appearance and characteristics of a fae aswell as their immortality,many fae and faeries he encountered considered him to be an abomination or an amalgam,a freak of nature. ❖Given the chance that there are other weapon present in the field,he will not draw out the Abyssal One
Username: Angelmage99 Name: Remeil Flowers Nickname: Rem Race: Alarune Ethnicity: Northern African Gender: Male Orientation: Not sure yet. Alignment: True neutral Affinity: Earth Age: 23 Birthday: May 1st Height: 5'6 Weapon:Kama Mage:
Natural Abilities: (Name and Rank) ❖ Swift- A gift of speed and a good reflex, B-ranked ❖ Flexible body- Move his body in amazing ways, B-rank. ❖ Poison Resistant- poisons have little effect on his body. A-rankeds ❖ Talk to Plants- He can tell you what they're saying
Strengths: ✔ Cool headed ✔ Doesn't panic ✔ Doesn't let opinions of different people phase him.
Weaknesses: ✘ Doesn't like fire much. ✘ His heart (Both literal and metaphorical) ✘ Lack of land
Likes: ✔ Flowers ✔ Sparkly things ✔ Water ✔ Elegance
Dislikes: ✘ Things looking dirty ✘ His manliness being questioned because of flowers. ✘ Being given 'plant' food ✘ Abusive people
Personality: ❖ Quiet ❖ Always in thought ❖ Honest ❖ Thoughtful
History: Rameil was a blue flower that always faced the sun and on day grew legs to chase the sun, but he wasn't always a healthy flower and his poor health turned into a heart problem as a Alarune. He doesn't even know how he gained the form he is in now and seeks answers. He was young when he changed and was taken in by a farmer who taught him to fight using farm weapons. When the farmer died he then took up the next step and started to travel. To earn a living he now works as a knight for the highest bidder.
Outfits: ❖ Prefers nice clothing, like a proper gentleman ❖ Will wear lose clothing when in a fight.
Alright, so, your profile looks good for the most part. The only problem we have is that you put something in the affinity section that is not an affinity. The five affinities are Fire, Air, Spirit, Earth, and Water.
Now, your character can have a plant affinity... but it would have to be hone of his natural abilities rather than in his affinity section. I know it sounds convoluted and weird, but the only way to have the affinity is for it to be an ability. As such, it would go in the natural abilities section instead. Fix that, and we're good. ^^