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Wahoozerman
Crew

PostPosted: Fri Nov 16, 2007 11:19 am


Bios of contestants will be posted here by the bio graders with completed grades. Any comments on the bios made by the graders should not be posted unless specifically requested by the writer of the bio. This is meant to be refference to judges and players, but anyone suspected of using a bio to Miss Cleo will be dealt with.
PostPosted: Fri Nov 16, 2007 4:58 pm


Sample Bios


I'm going to post a few bios, written by me and some of my staff, just so that contestants will be able to see roughly what we're looking for in a bio. Just a few helpful thoughts: Description, creativity, wittiness, cohearance, and flow. Note that there is not any sort of length requirement on character bios, but you will lose points if we do not feel that there is enough description. A good line to follow is, "Say what you need to, then get the ******** out."

Wahoozerman

Username: Wahoozerman

Name: Four

Description:
Measuring in at six feet and eleven inches tall with a weight of 320lbs, the best word to describe Four is big. While nobody has ever bothered to take his exact measurements, his shoulders are wide enough to cause people to take notice, as if his height wasn't enough. His skin is tanned like the skin of anyone who works outside a lot. The face under his short-cut messy black hair is nothing overly remarkable in any sense. His jaw is a bit pronounced, but other than that he looks just about the same as any other man. Four's muscles are very large and well defined enough to impress even an obsessive bodybuilder.

Four's clothing is for the most part cheap and utilitarian. He usually wears a blue tunic belted at the waist. The sleeves of the tunic have been cut off at the shoulder, leaving slightly ragged edges. Around his waist he wears a worn brown leather belt over his tunic to hold his tunic and pants in place. He wears loose fitting brown pants tucked into the tops of a pair of leather boots. The boots have steel plates around the toe and heel and come halfway up Four's calves.

He also wears leather gauntlets that leave his fingers free. The gauntlets come halfway up his forearms. The back of the hand is protected by three small strips of steel perpendicular to the wrist. Running from the wrist to the top of the gauntlet is a layer of chain mail overlapping the leather. The gauntlet on Four's right hand covers an odd birthmark. The birthmark appears to be a tattoo of two flames circling each other, one light and one dark.

Four's massive axe is hung from a leather belt tightly hanging diagonally across his back slanting from his left hip to his right shoulder. The axe hangs with the head down and the last foot and a half or so of the haft sticking up above Four's right shoulder. The belt is constructed so that the axe fits into two leather loops that are fastened around it by a snap type button. The steel shanks around the axe sit on these leather straps and prevent the axe from sliding up or down. The snaps on the straps can be easily popped by a strong tug on the axe, allowing it to be ready for quick use.

Four's appearance changes slightly depending on which form he is in. The change in appearance is barely noticeable, and only those who know Four well would be able to tell the difference unless he actively changes forms in front of someone. The most noticeable physical difference is in Four's eyes. In his normal state Four's eyes are green. They change to gold when he is in his light prophecy state and purple when he is in the dark prophecy state. He also seems to give off an extremely faint glow when in the light prophecy, as well as being covered in a thin layer of shadow in the dark prophecy state.

Traits:
Despite his irregular appearance, Four is a relatively normal sort of person. He is simple minded, greatly preferring practical and straightforward plans over the convoluted and confusing ones. If there is one thing that that Four’s simplemindedness gives him, it is his ability to make fast decisions, he makes his decisions based on short term rather than long term planning. He is not the kind of person to beat around the bush either, when Four decides that it is in his best interest to do something, he does it.

Four is also overprotective of certain people. Innocents usually fall into this category, as well as people who cannot defend themselves. Four sees attacking such people as bad sportsmanship and just plain rudeness, and if there’s one thing Four can’t stand it’s rudeness. Four becomes extremely angry when such people are attacked, and will attempt to stop the attack even when it is obvious that he can do nothing about it. This also extends to attacks on those whom Four considers to be friends, even if they are capable of defending themselves. Four would rather he be harmed than other people he cares about.

Four is very vengeful and downright brutal when he is angered. Anyone who angers Four to the point of violence can expect no mercy or holding back. It is not an uncommon occurrence for Four to hurl very large objects at people who are out of melee range, then follow up with a bull rush. Most of the time Four will go with whatever attack can connect the soonest, forgoing the axe and using fists, knees, elbows, or his heavy steel plated boots, all of which pack a large punch. When Four attacks, he attacks big, no jabs, no feints, just smash.

Four’s personality changes slightly when one of the prophecies is acting upon him. Four is more likely to be rash and unreasonable as well as cruel in his dark state, while in the light state he is prone to random fits of chivalry and mindless heroics.

Equipment:
Four does not carry much special equipment. His pockets at any time may contain such mundane items as keys, spare change, or a wad of cash. The only real item of note that Four carries regularly is his axe. Four wields a giant battle axe called the weapon of prophecy. The axe has a seven foot long oaken staff for a haft. There are three five inch steel shanks around the staff, one in the middle and two more equidistant from the one in the middle, leaving room for Four's hands. The less dangerous end of the pole is capped with another metal binding extending from the bottom of the staff up the staff about three inches. The head of the axe is covers the last foot and a half of the staff. Two half moon blades come off the axe head, one on either side. At the widest point the blades span two feet apart. The axe head is capped with a seven inch spearhead parallel to the haft. This axe is part of the prophecy that created Four, which imbues it with only one attribute that would not come with a normal axe. As part of the prophecy the axe is unbreakable, as to break it would be to prove the prophecy wrong. The axe cannot be damaged in any way, shape, or form. This includes nicks taken out of the metal or wood, as well as dulling brought on by use, though it cannot be sharpened either.

Abilities:
Four's abilities stem directly from the prophecy that created him. Though the Mage who created him sealed Four's powers after deeming him too dangerous, Four has since been able to access these powers in times of great stress or emotional turmoil. Depending on the conditions, Four is able to access either the powers imbued by the Light or Dark side of the prophecy. Triggers that cause the Dark prophecy to emerge tend to include bloodlust, a thirst for revenge, blunt rage, or extreme physical hardship, such as torture or pain to the point of death. The Light prophecy is more concerned about the wellbeing of others over that of Four. It tends to be expressed when those close to Four are being harmed, or when relatively helpless people are being slaughtered. The Light prophecy also has a dislike of anything that is overtly evil, and may express itself in direct confrontation of that evil. When Four is in his normal state, and not under the influence of either part of the prophecy, he has no supernatural powers.
Dark Prophecy Powers

Weapon of the Dark Prophecy

While in the dark prophecy, Four’s axe becomes wrapped in the same light shadow that Four is covered in. When the Weapon of the Dark Prophecy is activated, Four's axe has an increased ability to smash and cut through things. Using this he can smash through wood with no trouble at all. He is also able to shear through layers of metal and even a short distance through solid stone. The strike must have an ample amount of force behind it in order to cut through an object, so four must get a full swing for this to have the best effect.

Armor of the Dark Prophecy

While in the dark prophecy, the light layer of darkness that surrounds Four when he is in his dark form is actually a type of armor that wraps around him and projects out an inch from his skin. While this does not protect him from any physical harm or attacks, it does offer Four a resistance to magical attacks. This armor does not protect Four from physical objects being manipulated by magic, but it does protect him from physical manifestations of magical energy, such as magically created lightning or fire. Any object being manipulated with magic ceases to be manipulated when it comes in contact with the barrier. The armor also protects Four's mind from most ill effects of a magical origin, such as mind reading or illusions created inside the head.

Power of the Dark Prophecy

While in the dark prophecy, the Power of the Dark Prophecy increases Four's strength fivefold. This makes him far stronger than the average human. The added strength can be clearly seen by the way his muscles bulge while he is under the influence of the Dark Prophecy.

Miracle of the Dark Prophecy

Miracles are only available to Four when the conditions causing the prophecy's expression are so intense that a miracle is required. The Miracle of the Dark Prophecy can only really be called a Miracle if you're a masochist or just really cruel. The Miracle of the Dark Prophecy creates a one foot diameter blast of pure destructive force radiating out from Four's palm. This force is able to rapidly break down anything it touches as if it were an extremely strong acid or base. The ball disappears after a few moments. After using this power, Four is drained of all his energy and must revert to his normal human form. He must rest in this form, taking no strenuous action for a full day before he is able to work or change form again.


Light Prophecy Powers

Weapon of the Light Prophecy

While in the light prophecy, Four's axe becomes wrapped in the slight glow that covers his body when in the form of the Light Prophecy. Four's axe feels lighter to him in this form, allowing him to move it around quicker as well as effectively wield it with one hand. Due to the quicker but shorter movements of the axe, Four's attacks become slightly less powerful than they are in his normal form.

Armor of the Light Prophecy

While in the light prophecy, the dim glow that covers Four in his light form is very slightly resistant to physical attacks. It acts as a sort of skin tight kinetic barrier between Four and the outside world. The faster something is moving when it hits the barrier, the more energy is taken away from it as it passes through. The armor also has the ability to keep Four from bleeding. The armor heals Four at an extremely slow rate. Minor cuts and scrapes can be healed while active, anything more severe requires rest in order to heal. With a full day's rest with Armor of the Light Prophecy active Four can recover from most injuries.

Power of the Light Prophecy

Four's endurance shoots through the roof when under the influence of the Light Prophecy. He is able to take punishing attacks that would leave most others staggering or just plain out cold. Four's endurance reaches a point where he is able to continue battle for a short time even after receiving a mortal wound, though he will die after the influence of the prophecy ends.

Miracle of the Light Prophecy

This is a true miracle in every sense. Miracle of the Light Prophecy is a powerful burst of healing energy. Much like the Miracle of the Dark Prophecy, this power creates a one foot diameter ball of energy from Four's palm. This can be directed into the body of anyone except Four in contact with it in order to fully heal them. This power cannot resurrect the dead, but it can bring someone back from the brink of death. As with its darker counterpart, Miracle of the Light Prophecy drains Four of all his energy after use. Four must then remain in normal form, taking no strenuous action for a full day before he is able to work or change form again.


Miscellaneous Powers

Physical Strength

Four has a massive amount of pure physical strength. While it is not exactly supernatural, it borders on being so. Being six foot eleven and 320 pounds of muscle tends to give one more strength than most other humans, nonhumans too for that matter.

Endurance

Four is a big guy with lots and lots of constitution. This means that he can endure many things that others just can't. Physical punishment and pain has a much lower effect on him than it does on most others. He can also drink a walrus under the table.

Grilled Cheese

Weather or not it's magical or not is disputable, but Four makes one hell of a grilled cheese sammich.


History:
Four was never really born. He was created by an evil mage who was concerned solely with personal gain. This mage was experimenting with prophecy in order to create the ultimate warrior. In order to create a warrior from pure prophecy, it was necessary to siphon the power of an extremely powerful magical being. The best candidates for siphoning were the Keepers of Magic. New prophecies were then created from the lost power of the dead Keepers of Magic. Each prophecy brought forth a human child imbued with the powers used to create the prophecy. Four was the fourth such child to be brought forth, hence his name.

The Keepers murdered for the creation of the prophecy that spawned Four were the Keepers of Light and Dark. Being the fourth creation of prophecy made by the mage, Four had most of the mistakes worked out. Unlike creations One, Two, and Three, Four was almost perfect. He was not perfect however. There were two major flaws with the creation of Four. The first flaw was that Four did not have all the powers of the Light and Dark keepers. The second flaw was that Four did not have to obey orders given by e mage.

The mage decided to scrap Four as he had done with One, Two, and Three. Four's flaws were not dire enough to keep him out of society, and the mage had found that he was unable to destroy his own creations when he attempted to destroy One. The mage put a powerful enchantment on Four to seal his abilities. The mage cast Four out into a small village near Yaroh. Four was only five years old when he was sent to his village. He was taken in by an orphanage named the Crimsonwind Mansion, supposedly after a group of legendary heroes who ran an orphanage. Though whether that legend was ever true or not remains disputed.

As Four grew, he took an apprenticeship under the town carpenter. It quickly became clear however; that Four would make a much better lumberjack than carpenter. Four grew tall and filled out earlier than most of the other children in the village, and by the time he was fourteen, Four was bigger than most of the men in his village. It was on his fifteenth birthday that Four was taken out into the woods with a group of men on a logging expedition.

A heavy storm struck, and the group with Four was forced to find shelter. Luckily there was a dwarf cave system nearby. The people of the village were good friends with the dwarves, so the dwarves allowed the men to stay in their caves for the duration of the storm. It was in these caves that Four first laid eyes on his axe. He immediately felt a strong need to have the axe, but the price was far out of reach for anyone in the village.

It was then that an old dwarf shaman found Four. The shaman saw great things in the youth's future, but only if the boy could come into his true power. The shaman took Four from the logging group before they left, promising to return Four to the village before the next year. Four lived with the dwarves in their cavern for that year, as the shaman consulted with the other dwarf shamans in an attempt to remove the seal on Four's magic.

The best the dwarves were able to do during this time was to allow the seal to be temporarily lifted in times of emotional turmoil. Over the year Four had learned much and become fast friends with all dwarves. Even though he remained beardless, a drawback of being a fifteen year old human, the dwarves respected Four and treated him as one of their own. He learned all the dwarf customs, as well as how to fight dwarven style with an axe. As four prepared to return to the village, the dwarves presented him with the axe he had so coveted since he first laid eyes upon it.

Four returned to the village and was almost unrecognizable. He had grown to massive proportions over the year and carried himself with the powerful gait of a warrior instead of a young boy. Four quickly got back into the swing of everyday life at his village. He became a lumberjack and was quickly raised to head lumberjack. His life was pretty normal. That was, until more Keepers started to die.

The Keepers were being killed at an alarming rate. Four was hired by one of the Keepers to be a bodyguard. It was the mage who had created Four that was killing Keepers. He had managed to perfect his research and was now creating more prophecy warriors like Four. Four, the Keeper, and a group of other bodyguards set off to find whoever was killing the keepers, and stop him. Along the way Four ran into his "Brothers," and "Sisters." Four's siblings were under the control of the mage, and Four was forced to destroy them. The Keepers are no longer being hunted, but as of yet the mage has not been found.


Now this bio is a bit on the long side. If you pop it into Microsoft Word it comes out to about five and a half pages. However, by the grading scale being used, this bio scores up at a nice 19/20. Now, the reason that Four got this score is that he is reasonably well balanced. He is a powerful character, but he also has his weaknesses. He has no sort of ranged attack other than just throwing things, and his magic is limited to increasing his own physical power. Without the magical boost, Four is just a normal person, so the magical power puts him about on par with everyone else. Four also gets points for his uniqueness. Big tuff fighterguy isn't so unique, but where he derives his powers from is. Also, there's a few flavor jokes thrown in there to keep the judge amused. Keeping judges happy is important. The lost point was due to combat, as Four is a bit more powerful than an average Gaian character.

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BeansMcClarin

Username: BeansMcClarin
Name: Patch
Description: Patch is a young Scotsman who hasn’t really grown into manhood yet. Standing about five feet tall, and weighing in at approximately 100 pounds, He obviously appears underpowered and underfed. Almost everything about him, his short cropped yet scraggly black hair, his obvious lack of any recognizable facial hair, and the pale, acne marked skin betrays his weak nature.
He wears mostly loose black clothing that looks as though it could be intimidating, and wears a leather bracer on his right arm. This secretive and furtive look is completely ruined by the thin maroon sash draped across his chest and tied off with fine golden thread. On his belt he only carries two things, his longsword, which he carries as though it was the only source of courage he has, and a small belt pouch. The sword rests upon his right hip, and the pouch rests between the small of his back and the point where his left arm brushes against his side.
Patch also bears a number of vicious scars. He has a slash mark across the left side of his gut, a stab wound mark around his navel, and a scar across the left side of his neck. However, he does his best to keep these covered, so as not to reveal his previous mistakes.
Traits: Patch has a fairly common reputation as “The Pansy of Scotland.” Since his birth, he has been undersized and weak-looking, even though he has been raised as a typical Scottish man. He has a fairly significant amount of combat training, and can usually hold his own against an average fighter.
While being known for his cowardice, Patch nevertheless has many qualities that will redeem him in a fight. His speed in particular allows him to easily evade foes, and is the stuff of legends. However, this primarily applies to running, and has little effect on his swordplay.
The key to Patch is his size, and the effect it has had on his upbringing. As the victim of a good deal of taunting and heckling, he has developed quite a short fuse. He is prone to anger, and almost receives a good deal of extra strength when agitated. When he gets aggravated, he generally makes rash decisions, and fights with almost no regard for his personal safety.
He has also faced a good deal of hardship, and knows how to appropriately deal with many situations. This has led him to develop an uncanny ability to find and take cover, even under intense pressure. However, new situations, particularly dangerous ones, press him to extreme fits of cowardice, rendering him almost completely useless.
One inexplicable facet of Patch is his inexplicable luck. His body always seems to have an unyielding will to survive, even when he loses his mind to extreme cases of cowardice or rage. He will close his eyes and cower behind his sword, and somehow manage to block and parry.
Patch has an inexplicable fear of only two things. The sight of the dead, though he has little fear of killing, and potatoes.
Patch also speaks in a perfect Scottish accent.
Equipment: The only possessions Patch carries are his sword and the various contents of his pouch. His sword is a fairly simple blade, with a black, leather wrapped hilt and a simple steel pommel. However, the blade, while sharp, does bear the obvious nicks of battle. In his pouch, he carries a variety of items commonly rumored to combat evils and magic. These items include garlic, crosses, and a small wooden stake. In addition, he carries a talisman given to him by his mother. This small figurine depicts a man brandishing his sword, and looks both realistic and intimidating. This helps Patch to maintain courage in tight situations, though it is commonly forgotten in his fits of fear.
Abilities: no extraordinary magical feats or abilities. He simply has a good deal of practice, and a natural talent for many cowardly actions.
History: Patch faced a good deal of adversity in his upbringing. Born to a Scottish peasant couple, he was raised an only child. As such, his family loved him greatly, but also urged him to work to be good enough to carry on his family line well. He had many neighbors his age, but none he could truly call friends. As a small child he older kids commonly picked on him, while he simply tried to interact with adults, who at least would give him something productive and worthwhile to do, and would treat him well enough.
As he began to become old enough for more adult responsibilities and recognition, his family decided to try to train him as a swordsman. They had him train under the ex-soldier who had “retired” to the nearby village, and he gained quite a bit of skill. He also began a small growth spurt during this time, and became a little more confident.
After this period of training, he answered the call to arms made by the recently crowned King of Scotland. However, he quickly found himself in over his head, and experienced his first true trauma. At that point, he became a different person, and developed his distaste for the dead. He received his scars in this battle, and has worked to improve upon his mistakes.


I would give this one a 16. This is a pretty good example of a short, yet effective bio. It has no real flaws, though the characterization is not expanded upon very much. In terms of power, Patch is a tad on the weak side, but that's far better than being too strong. Depending on how the player uses the character, Patch could still do well in battle. The shortness of the bio makes it less likely that the reader will get bored. Loss of points mostly for combat, as the bio dosen't really explain much more about how he fights than that he does so with a sword and gets lucky a lot. History is just a tad cliche in the beginning, but it makes sense. Otherwise, pretty solid.

Wahoozerman
Crew


Wahoozerman
Crew

PostPosted: Tue Nov 20, 2007 8:30 pm


Wizard of Winter

Username:
Wizard of Winter
Name:
Piers Draconis
Description:
Piers is about 5 foot 10 inches, and approximately 160 pounds. He has long, thin white hair that extends to his hips, which is commonly styled a bit messy, but altogether badass. His pale, fair skin makes it obvious (along with his pointed ears) that he is an elf (A Tolkien-esque style elf). His ears have a normal curve on with the lobe, but about midway it begins branching off into four small spikes. Two silver earrings are pierced into his left ear.
His eyes are emerald green, and always carry a soft look with them. His nose is long, and his jaw forms nicely around his peach colored lips. Yummy.
He wears a white elven tunic, which provides him minor protection against blunt and bladed weapons, as well as protection against the natural environment. The tunic looks like a mere robe, settling nicely on his shoulder, and splitting off into two sections at the hip. It also has a special collar, which makes him look even cooler. He wears leather greaves, to protect his legs from further harm. He does not wear much protection over his chest, being overconfident.
On top of the tunic, he wears a green elven vest. In the vest he keeps various throwing knives. The vest has a shoulder pad, which extends past his shoulder blade in the back, and down to his elbow on the left arm. The vest only covers half of his upper torso, and is held in place by a long belt which is wrapped around the rest of his torso.
He wears a pair of elven gloves, which are more like hand wraps than anything else. They protect his knuckles from harm from an opponents weapon, and his own.
He also wears a pair of elven boots, green in hue.
He carries various weapons, including a bow, a quiver of arrows, various throwing knives, and a rapier.
The special thing about the elven equipment are the symbols on them. Each are placed in positions which will grant the wearer greater use of that muscle. The symbols are placed on Piers armor in these positions: His left shoulder, his hands, the middle of his arm below the elbow, his chest, his hips, and his ankles. These symbols make him more nimble and able to move faster.
Because we are lazy.
Traits:
Piers is overconfident and proud, which makes him take some pretty insane risks every once in a while. He is a skilled fighter, and his elven race gives him a greater dexterity than most. He is a bit weak than than most people, and much more of a show off.
He is a simple fellow, being skilled in both the use of a sword (which he hardly uses), and marksmanship. He is not the bone cleaving axe wielding type, but he is the kind of person who would hide from you as best he can and shoot at your head from behind a tree.
Piers prefers to fight from long range, especially if he has cover.
In a normal match where there is no cover, he is limited to running around the arena and firing arrows or throwing knives.
In a match where cover is provided, he will use as much of it as he can, hiding behind or on top of pillars and trees. He likes using nature to his advantage, as his clothing allows him to blend slightly into green surroundings.
He doesn't use any fancy positions, and moves a lot while either shooting an arrow or throwing a dagger.
He does not like fighting in close combat, but will if he has to. He has training in acrobatics, and various other athletic activities, which grant him greater freedom of movement. To put it bluntly, this guy is fast and he can do flips and s**t. (It'll be pretty badass, trust me.)
Piers only covers his left side in armor because, one, his stance is a left handed one, and he rarely faces his opponent with his right side or with his full front body, and two, because "armor slows people down".
He has a tendancy to underestimate his opponents, which usually ends with him getting hurt.
Piers respects magic users, and appreciates their art, but he hates fighting them.
Equipment:
Piers's bow is of elven make, carved by hand from a tree of the forest where he grew up. It is strung with elven string, which rarely breaks. This makes his bow much more durable, and less likely to break. On top of that, he can shoot arrows further and faster than a normal wooden bow. Over the bow is a bit of metal, which is rather sharp. Sometimes Piers uses it to bash opponents.
Piers also carries a rapier which weighs about 1 kg, and is about a meter in length. He does not use it to kill opponents, but to disable or disarm them. He uses the bow to kill people.
He also carries various throwing knives, which range to be about 3 to 4 inches in length each. He only carries 12, and does his best to retrieve them if he uses them. Imagine a dagger, but where the handle is, instead there is a ring (an inch in diameter), which can fit around a finger, and be spun or thrown.
Abilities:
Piers is exceptionally fast, and incredibly accurate with all of his weapons. He is a basic ranger, except with his elven background, which enhances his speed and nimbleness.
The only magical things on him are the symbols which enhance the ability to use certain muscles. The symbols when in use can allow the person to push his muscles beyond their normal limits, but not by much. For example, Piers can run faster, jump higher, and do other various actions that a normal person, or even a master in that area could do. He cannot leap tall buildings in a single leap, or lift bouldes twice his size, but he can climb a tree and jump from limb to limb without a problem. The runes don't give him super powers, but allow him to use the full extent of the muscles he already has.
He is not a true fighter, and is skilled in hiding in shadows and blending in with the environment. Piers is basically good at hiding from his opponent and sniping them from behind. If he gets locked in close combat, he cannot fight well, and must dodge. If he cannot dodge, he uses the rapier.
If Piers is fighting a magic user, his skills are severely shortened. He has never seen real magic, and therefore is not used to fighting against them, which will cause him to take some desperate risks. Because he has never fought a magic user, he cannot make a strategy against them.
Overall, Piers is pretty normal, besides the whole elf thing.
History:
Piers was born one hundred and sixty two years ago to his parents Yuge Draconis and Fellah Draconis. He was raised to be a noble, like the rest of his family. He has two brothers, both of them older. His eldest brother, Kalleh, taught him how to use a sword. The second eldest brother, Brauch, taught him how to use a bow.
He did not think much of his training at the time, and was content with his life as a noble for many years. He did all the things nobles do, like participate in parties, and woo women, and the like.
One day his section of the woods fell under attack. His brothers were called out to fight, leaving him to protect his family. His father was a member of the council, which means he was not allowed to join the combat.
For a few years, his brothers did not come home. Piers kept up with his training, teaching himself his own moves and such. He did not ever know if he was going to be called into battle, so he prepared for it just in case.
Then the war finally ended. But only his brother Kalleh came home. He informed the family that Brauch was in a duel between another archer, and was shot dead. He said it took seven arrows to finally make the man stop moving.
Piers was distraught. He loved his brothers. He vowed to train his marksmanship and his ability with the bow so much that he would surpass his brother Brauch, and be the best archer that ever lived. Then he heard about a tournament that was being held in Xalum City. He thought this would be the best way to test his skills and hopefully achieve his dreams.
The next morning, he set out to Xalum City to join the fight.
PostPosted: Tue Nov 20, 2007 8:31 pm


BeansMcClarin

Username: BeansMcClarin
Name: Patch
Description: Patch is a young Scotsman who hasn’t really grown into manhood yet. Standing about five feet tall, and weighing in at approximately 100 pounds, He obviously appears underpowered and underfed. Almost everything about him, his short cropped yet scraggly black hair, his obvious lack of any recognizable facial hair, and the pale, acne marked skin betrays his weak nature.
He wears mostly loose black clothing that looks as though it could be intimidating, and wears a leather bracer on his right arm. This secretive and furtive look is completely ruined by the thin maroon sash draped across his chest and tied off with fine golden thread. On his belt he only carries two things, his longsword, which he carries as though it was the only source of courage he has, and a small belt pouch. The sword rests upon his right hip, and the pouch rests between the small of his back and the point where his left arm brushes against his side.
Patch also bears a number of vicious scars. He has a slash mark across the left side of his gut, a stab wound mark around his navel, and a scar across the left side of his neck. However, he does his best to keep these covered, so as not to reveal his previous mistakes.
Traits: Patch has a fairly common reputation as “The Pansy of Scotland.” Since his birth, he has been undersized and weak-looking, even though he has been raised as a typical Scottish man. He has a fairly significant amount of combat training, and can usually hold his own against an average fighter.
While being known for his cowardice, Patch nevertheless has many qualities that will redeem him in a fight. His speed in particular allows him to easily evade foes, and is the stuff of legends. However, this primarily applies to running, and has little effect on his swordplay.
The key to Patch is his size, and the effect it has had on his upbringing. As the victim of a good deal of taunting and heckling, he has developed quite a short fuse. He is prone to anger, and almost receives a good deal of extra strength when agitated. When he gets aggravated, he generally makes rash decisions, and fights with almost no regard for his personal safety.
He has also faced a good deal of hardship, and knows how to appropriately deal with many situations. This has led him to develop an uncanny ability to find and take cover, even under intense pressure. However, new situations, particularly dangerous ones, press him to extreme fits of cowardice, rendering him almost completely useless.
One inexplicable facet of Patch is his inexplicable luck. His body always seems to have an unyielding will to survive, even when he loses his mind to extreme cases of cowardice or rage. He will close his eyes and cower behind his sword, and somehow manage to block and parry.
Patch has an inexplicable fear of only two things. The sight of the dead, though he has little fear of killing, and potatoes.
Patch also speaks in a perfect Scottish accent.
Equipment: The only possessions Patch carries are his sword and the various contents of his pouch. His sword is a fairly simple blade, with a black, leather wrapped hilt and a simple steel pommel. However, the blade, while sharp, does bear the obvious nicks of battle. In his pouch, he carries a variety of items commonly rumored to combat evils and magic. These items include garlic, crosses, and a small wooden stake. In addition, he carries a talisman given to him by his mother. This small figurine depicts a man brandishing his sword, and looks both realistic and intimidating. This helps Patch to maintain courage in tight situations, though it is commonly forgotten in his fits of fear.
Abilities: no extraordinary magical feats or abilities. He simply has a good deal of practice, and a natural talent for many cowardly actions.
History: Patch faced a good deal of adversity in his upbringing. Born to a Scottish peasant couple, he was raised an only child. As such, his family loved him greatly, but also urged him to work to be good enough to carry on his family line well. He had many neighbors his age, but none he could truly call friends. As a small child he older kids commonly picked on him, while he simply tried to interact with adults, who at least would give him something productive and worthwhile to do, and would treat him well enough.
As he began to become old enough for more adult responsibilities and recognition, his family decided to try to train him as a swordsman. They had him train under the ex-soldier who had “retired” to the nearby village, and he gained quite a bit of skill. He also began a small growth spurt during this time, and became a little more confident.
After this period of training, he answered the call to arms made by the recently crowned King of Scotland. However, he quickly found himself in over his head, and experienced his first true trauma. At that point, he became a different person, and developed his distaste for the dead. He received his scars in this battle, and has worked to improve upon his mistakes.

Wahoozerman
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Wahoozerman
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PostPosted: Mon Dec 03, 2007 8:42 am


evelyn361

Username:Evelyn361
Name:Elithia
Description:Her skin colour is a green-turquise and she is of slim build, and is 5"6 in height. She has long pointed ears with two small gold hoops in each, and has purple gems under her eyes and on her forehead. Her lips and eyes are dark green, and her hair is a lighter green, that fades to yellow at the end. She wears a long floaty pale lime dress with no sleeves. She wears gold hoops around her upper arms, her wrists, and her ankles. For shoes she has plain leather sandles that look out of place with the rest of her. Her age is unjudgable, because she appears young, but has maturity about her, and in her eyes.
Traits:She is a calm, calculating, and mysterious person. She has the tendancy to use hand motions alot, and often speaks in riddles or sayings that confuse the average person. She is very sure of herself and though she rarely laughs openly, always has an air of peace and happiness around her. In a stressful situation, she acts descritly and calmly, often talking her way out. She has no scars but a hidden tattoo on the small of her back. It looks like a fountain shooting vines, which then spurt other smaller vines, which curl into swirls.
Equipment:Nothing, though she sometimes finds that the hoops can be used in desperate situations, with unlikely uses.
Abilities:Manipulates water particles. She can make them gather in places, or arrange them in ways that can cause benifits, Eg. Bouncing light, or somtimes sound waves around. By gathering particles together densly, she can make it into ice. (Note:This has nothing to tempurature. She cant make or take away heat in any way)
History:Elithia was born to a rare race of Water Nymphs. The nymphs had strict and sometimes unreasnoble rules which she tried to fight against. A elf from a village a way away came to their village, which was in a sea cave, and was shocked by their way of life. He went back to his village and months later a army came and the people fled in fear of the army. They scattered, declaring that in 100 years they would gather again and restart their clan. Elithia lived in seclution in a cave behing a waterfall in the heart of a forest, spending the time perfecting her powers and improving her knowlidge of healing. When the time came she set out, using the instincts born to her to find the remaining members of her clan. But she found that they had all intigrated into human socities, and the imortality of her speacies was eradicated once the person had lain with a mortal. They had all died, and their decendents knew nothing of the clan. She decided to leave things be, and travelled the world looking for a new purpose.
PostPosted: Mon Dec 03, 2007 8:44 am


Agent Kwap

Username: Agent Kwap
Name: Keegan Si
Description: Keegan Si stands just over seven feet tall in height, and has a thin but muscular build. His hair is jet black, and very straight, reaching almost down to his shoulders, with his bangs just covering his bright green eyes. His skin is almost pure white, and he usually wears a black, sleeveless shirt, and black pants.
Traits: The most noticeable trait of Keegan is the tattooed ancient writing that is written down both arms, and up part of the left side of his neck. These tattoos glow faintly when he's using his powers. Keegan often tries to think ahead in everything he does, and is a masterful strategist. He hates to prolong fights unnecessarily, given the choice, but if the fight calls for a long term strategy, he'll go through with the plan with the best chance of success over the fastest one.
Equipment: Keegan really has no equipment, aside from a three foot long sword that he carries strapped to his back. He relies mostly on his abilities for battle.
Abilities: Keegan has the ability to move his veins throughout his body, in order to avoid injury or speed up recovery, as well as push them out of his body as a weapon. He can twist the veins together to change what type of weapon he's attacking with. His veins are hardened, to withstand most metals and attacks. The biggest downside to this ability is that it only has a certain range, about fifty feet, because if he moves to much of his vascular system out of his body, he could collapse. He is also stronger than most people than most people of his build.
History: Keegan's powers have gone through his family for centuries, but he is the most prominent user of them in several generations, as many earlier users overstretched themselves and died, causing many family members to fear using it. He became fairly well known and wealthy in his own world, but he thought that it wasn't enough. When he came across this tournament, he saw it as a great opportunity to use his ability to his advantage, and do well.

Wahoozerman
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Wahoozerman
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PostPosted: Mon Dec 03, 2007 8:46 am


Ryoshin the King

Username: Ryoshin the King

Name: Kadakturi, Ryoshin

Description: Ryoshin stands at six feet four inches, weighing approximately 195 pounds. Dressed head to toe in black cloth, he is broad-shouldered and long-limbed. He is well toned beneath the concealing folds of cloak and armor less visage. Long blue hair falls atop his shoulders and drapes over the left side of his face, his well-tanned skin showing through a few of the strands. He generally holds himself within the folds of his cloak, leaving much to the minds eye as to his appearance and equipment beneath. Hanging from his right shoulder diagonally downward is a large sword, sheathed in a dark casing. Covering his hands are black gloves and his feet heavy black boots with enormous buckles. Overall, Ryoshin seems to be an intimidating man, his emerald-green eye forever staring forth with a relentlessly fierce gaze, nearly piercing the soul.

Traits: Level-headed and quick-thinking. Ryoshin generally stays within himself, keeping his thoughts and opinions unknown to those about him for he prefers to keep a low profile, although his chosen "profession" does not allow him to do so very much. Beneath the veil of hair on the left side of his face is the only scar that the man seems to carry. It appears to be half-healed, scabbed lightly over almost as if it never intends to fully heal...

Equipment: Sword - Keyhatsu: Measures six feet in length, ten inches wide and four inches thick. Encrusted on the hilt of the weapon is an emerald, allowing it to be used in combination with his cards. This weapon also carries with it an ethereal sense of weight, allowing him to heft the weapon without much fuss.
Cards - A deck of 17 cards each with a different magical property. Ryoshin can unlock the essence within these curious objects in battle, using their various effects. (Described in the Abilities section)

Abilities: Transformation- When damaged, Ryoshin's scar opens and begins to 'bleed', a black ooze coating his body. This strange liquid increases his abilities, though it hinders rational thinking, causing him to act as a beast more than anything else. Also alters appearance and gives him to the ability to use the ooze-skin as a weapon all its own, shifting and altering it to create piercing weapons of all sorts.

Cards- Ryoshin is able to release the magical essence stored within the deck of cards he carries.
Card List

Fire- Summons a flame about the size of Ryoshin's palm. During its release Ryoshin can manipulate the flame in almost any way he can imagine. Stretching, shaping, and molding the element in whichever way he chooses.(When used in combination with his sword, the blade ignites in a powerful flame)

Ice- Creates ice in the amount Ryoshin wishes using the water in the air. Examples of its use: Creating pointed shafts of ice and throwing them at his enemies.

Lightning- Clouds the sky with dark clouds and allows Ryoshin to harness the power of Thunder and Lightning. One single bolt is all this card can summon.

Earth- Creates earthquakes, shock waves through the ground, allows Ryoshin to lift and hurl great chunks of rock at his opponents.

Wind- Summons the power of the mighty winds to his aid, creating gale-force winds. This cards potential is matched to Ryoshin's concentration, peaking at tornado-like winds with the utmost concentration.

Water- This card liquefies. The small quantity of water is controllable with Ryoshin's mind, and can infect other water sources to a certain extent. (Approximately a gallon{4L} of water tops).

Power- Ryoshin's strength increases to the point where he can punch through steel. Duration does not exceed a few minutes.

Swift- Ryoshin's speed increases 3x its original for one minute.

Shield- A shield is formed around the user, able to block three attacks maximum. (Can be used in combination with his sword to create an actual shield)

Light- A brilliant blast of light is expelled from the face of the card.

Dark- Ryoshin is veiled in shadows until broken by his own will.

Sakura- The skies fill with cherry blossoms, an area of 25 yards almost covered with them. Ryoshin can control their ferocity and volume.

Veil- When released, Ryoshin is almost invisible, blending into his surroundings until broken by his own will or until he moves.

Force- A great shockwave is sent in all directions for 25 yards. Enough power is in this wave to cause an opponent to stumble backward.

Elem-Shift- Whatever this card is applied to shifts to an element of Ryoshin's choice.

Steel- Coats whatever this card is applied to in steel.

Doppler- Creates an exact duplication of Ryoshin which shares his consciousness. This creature is 'alive' for only a short time..


History: Ryoshin hails from a land long-since destroyed. Enjoying a fruitful childhood until his early teens, he was content. After his first encounter with a woman, Ryoshin returned to his village to find it coated in thick flames, his friends and townspeople slain in the streets, family hung in the town square. His sweetest, the one he had made love to the night previous, was found soon after his family... Still screaming in brutal agony. Burning alive. Unable to save her, Ryoshin was tormented with guilt. Finding the one responsible not a moment after, he took up his fathers sword (The same one he carries to this day) and attempted to gain his vengeance. He was unable to lift the massive weapon and suffered the singular scar he holds to this day.

Years passed and Ryoshin once again came against the Demon who left him for dead all those years ago. A great battle raged and again, the Demon was claimed the victor, taking the warriors life and awakening what lived beneath the unhealed wound on his face. However, this was not Ryoshin's end. Tyr, the Goddess of Life and Death, saw fit that Ryoshin was given a second chance. So, binding the infectious material to Ryoshin's life-force, he was given eternal youth and a second life so that he could hunt. Upon his revival he was blessed with the mystical deck and emerald which was encrusted to his sword, giving him far greater abilities to aid in his never-ending struggle.
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Hero's Legend Tournament

 
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