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Posted: Sun Jan 10, 2010 12:55 am
This is just going to be a place where I display characters of mine, whether they are currently in play or not. Of course I would not bore you with every character I've EVER made, but rather this will be for characters in RP's ran in this guild, or characters that don't have a continuum or story to belong in. In other words, they are poor wee little waifs, looking for a home.
I also will be showcasing these characters from a uniform template. Even if I applied to another roleplay with a different profile template, I'll be using my template here. So some of these may be more informative or less informative than the ones posted in other roleplays or cluttering some poor GM's inbox.
Feel free to offer critique on any of my characters. I may not heed your advice. I also may not even response (in a timely manner). Especially if I receive the same criticism over and over, since I'd just end up repeating myself if I responded to an earlier person stating such a failure.
Of course, I will not be furious if you stroke my ego with a compliment, but it has to be a special compliment. What makes one special? I'm not telling. I will give you a hint: be specific.
Lastly, if you see an unassigned character who has no role-play to call home that you honestly would enjoy seeing in your role play, feel free to pm me. Of course I know everyone will be clamouring to see my characters in their RP, since I'm such a celebrity and loved by all.
...
Alas, I dream.
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Posted: Sun Jan 10, 2010 12:59 am
Profile Template Dissection Here I will display the profile template I will be using, and also explaining what each section explains. So, do I get points for redundancy? PROFILE EXPLANATIONRole-Play: The name of the Role-play they are in. I may start including links when I get enough characters. Name: Full name if applicable. Any alias will be placed in quotation marks after the given or first name. Status: Pretty much whether they are actually active in a roleplay, undergoing tweaks, and other such things. A list of terms* will be included at the very end. Age: How old the character has lived. I may break this into biological and calendar age if necessary. Biological age is how they look and function, whereas calendar is how long they've been around. Gender: Knowing me, I could likely find more then two or three possible options for this. Species: Name of their race. If they are impure, then I'll list what they are a conglomeration of. Origin:What world or reality they are from. Chances are some nonsensical name will pop up here that means nothing. Physical Description: A brief physical description. I'll try not to get flowery here and be straight forward, even at risking the flow to be choppy or redundant. Personality: A paragraph or more about the character's personality, and perhaps their social profile and ambitions. Perhaps. Skills and Hobbies: Not all skills or hobbies listed are things this character is a master of, it just means they have some competency or interest in it. Assets and Equipment: This is where character resources (connections, vehicles, animal companions) and gear will be listed. I won't list every little possession, just ones noteworthy, such as magical items, nifty inventions, weapons, armour, or unique trinkets that have some sort of history. I will not list every last article of clothing they own, or every last knick knack or tool. Powers: Cool things the character can do. Flaws: Things that are detrimental to the character, either physically, emotionally, or socially. Brief History: Even my brief histories may take several paragraphs. I'm long winded that way. Mary Sue Rating: This is just for laughs. However, I generate it by taking several different Mary Sue inventories and then figuring out an average rating or percentile to plop in here for the fun of it. Just letting you know I don't take my characters TOO seriously. If you are interested, the three tests I take are The Writers Mary Sue Test , The Universal Mary-Sue Litmus Test, and The Original Fiction Mary-Sue Litmus Test*Status TermsReady: A character that is conceptually complete and ready for role play, but is not currently in any role-play. Active: A character who is complete and currently in role-play. Pending: A character who is complete, but pending approval, or undergoing changes required by the GM, OR is for a role-play that has not yet started. Inactive: A character who has been in a roleplay, but is inactive due to the role-play dying or my interest in the role-play declined.An inactive character may be reactivated if the role-play picks up, starts over, or if I toss the character into another Role-play they can fit into. Retired: A character who has outlived its usefulness, or completed its task, died, or I have outgrown. For whatever reason, this character will likely rest on a shelf and not be re-used, except for maybe cameos, or re-worked from the beginning all over again. Conceptualizing: An incomplete character, whether assigned or not, that may or may not have all the fields filled out BUT is likely to have major details changed.
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Posted: Sun Jan 10, 2010 1:05 am
Character Roster Here I will make a quick list of the characters herein, include what page number they appear, and what role-play they are a part of. If they are free floating characters with no RP yet, or are in conception stage and not yet approved, I will simply state it as Unassigned... assuming there is not a role-play labeled Unassigned. The list is in Alphabetical order. This is the formula. Character name - Roleplay Character Belongs to (page number) Characters:Amatus Zabat - Vagabond (p1) Frauke W. Freivolk - Mishaps Mercenaries for Hire (p1) Kenneth Kellogg - Tainted Gift (p1) Logan Fairfax - Seclusion in Death (p1) Lynn Bolton - Nightmares Do Come True (p1) Ora "Basilissa" Metaxas - Unassigned (p1) Sa-ar - Age of Dragons (p1) Salkuriatha "Subira Brown" - Age of Dragons (p1) Talmaya Naveh - I Summon Thee! (p1)
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Posted: Sun Jan 10, 2010 1:26 am
Ora Role-play: Unassigned Name: Ora "Basilissa" Metaxas Status: ReadyAge: 41 (Biologically 14) Gender: Female Species: Mantolaos (Mantis People) Origin: Planet Charizoin Physical Description: Ora is a humanoid preying mantis-like being with a long segmented body, covered in a green exoskeleton that has a waxy luster. She stands at 184-cm tall. Head is wedge shaped with two large compound eyes out the sides and two smaller eyes on the front. A pair of antennae sprout from above the smaller eyes and move with expression much like exaggerated eyebrows. Ora has a pair of mandibles in front of her small mouth. She was four arms, two of which have clawed hands at the end, and two of which end in a pair of red, serrated sickles. She has two legs, and a long abdomen. Ora is occasionally seen wearing a cowl, a tabard, or a sash, but otherwise goes unclothed. Since she is still in her nymph stage, she is wingless. Ora's Human Disguise: Abnormally tall woman of about 180 cm, with a streamlined body and subtle curves. Her hair is Auburn and cuts off at the jaw. Her eyes are amber coloured, and her facial features are very severe. At a distance and while wearing loose clothes, she can be mistaken for a man due to her height and small hips. Personality: Ora is a predator by nature. She sees no value in anything or anyone unless it is useful to her, whether to her own survival or her own ambitions. Her ambitions are fairly straightforward: to hunt and devour, to conquer and enslave, and to maintain the memory of her mother. Ora is erringly selfish and arrogant, even in the midst of disaster that will not end well for her. She has a superiority complex, and considers any failures on her part simply a statistic, because even superior beings can't always win against infinite possibilities. Despite all of this, she is strikingly patient, always waiting to wait for things to play into her lethal hands. Despite her brutal preying ways, she also is attracted to art. She is fond of tapestries, paintings, sculptures, and nature's natural art such as spider webs, rainbows, and sunsets. She is not likely to remark openly on such things, but will prefer to surround herself with aesthetics. She has a desire to be practical, but sometimes beautiful novelties or natural wonders can instill a bit of frivolity in her. It is when surrounded by beauty that she can be the cheerful person she once was. Strangely enough, she despises most music. She prefers the noises of nature, the hubbub of people hustling about their day, or the still quiet of a calm morning. The closest to music she tolerates are wind chimes, or wind blowing through hollow structures. She gets irritable when confronted with too much or too loud of music. Enough irritation causes her to lose her calm, cool demeanor and exhibit violent tendencies. Ora prefers, above all else, to be alone. She is adamant about having her personal space and privacy. However she also acknowledges the merits of working with other people and will consent to do so. Alas, she only does so when it benefits her. If a person is questionable and likely to get in her way, she'll refuse to cooperate. When necessary, she can be amiable, but only in an attempt to use people. When someone outlives their value, she is likely to sever all ties, if she doesn't sever them from their mortality. Although a loner, she sometimes will slip into a disguise and mingle with people to obtain information. Skills and Hobbies: Athletics (particularly jumping and aerial maneuvers, as well as climbing), Silk Spinning, Weaving, Hunting, and Wilderness Survival. Assets and Equipment: N/A Powers: LIGHTNING REFLEXES - Ora's nerves are wired to react before actually waiting for the brain to process, decide, and then respond to stimulus, allowing her to react quickly to anything that touches her. This can be unfortunate for those who startled her, however. NATURAL WEAPONS - Ora has a gigantic natural scythes on her foremost appendages. The chitin on the 'forearms' leading to these weapons is extra thick. The serrated scythe-like blades themselves actually seem to have more than what the rest of her exoskeleton is comprised of. One of the main differences is calcium, which is what most crustaceans have in their shells additional to the glucose and proteins that make chitin. There is also some off-world substance lending remarkable durability and strength to her strikes. This is produced by her body, and is one of the many reasons she sustains a high protein diet. ENHANCED CHITIN ARMOUR - Bugs may seem easy to squish, but their chitin armour isn't weak. Scale it up, thicken it, add some reinforcing biogenic substance, and you get a very hand and very durable set of natural armour. It is well plated and layered to allow flexibility. Furthermore, although she has very high strung nerves, there are few spots with sensitive nerve endings, therefor most parts of her can take hits without her feeling much pain. This is a slight disadvantage sometimes, as wounds may go unnoticed if she isn't careful to check herself over consistently. SUPER STRENGTH - A praying mantis can actually carry 3000 times its own bodyweight. However, being structurally different and bigger than a praying mantis, Ora can only carry 500 times her bodyweight. SWARM SUMMON - Using various methods Ora can incite insects to swarm. She can summon swarms from within a radius of 25 meters (approx. 80 feet). MORPHING - Ora was endowed with morphing abilities from the butterfly people. Morphing takes more time and effort to achieve, but once done, it takes no further effort to sustain. Ora's morphing is limited. She cannot change her body mass at all, just modify her current shape. Therefor, to accommodate for her mass, if she were to take the form of a human, even after fleshing out certain skinny portions of herself, she'd likely still be abover average height, or a grossly overweight one. Her morphing can only go so far as what she has knowledge of. ENHANCED SENSE - Ora's senses are definitely heightened compared to the average human. Through sensory pads on the bottom of her feet, antennae, sensitive aural receptors, and excellent vision, Ora can be difficult to sneak up on. The sensory pads on her feet allow her to feel minor tremors in the ground around her that average humans may not notice. Her antennae pick up various lingering tastes and scents, and also have a particular sensitivity to changes in the density or humidity of the air. Her sense of hearing can pick up the ultrasonic sounds made by bats who rely on sonar for navigation. Lastly, Ora's eyes pick up even the slightest movement, and her ability to turn her head 300 degrees helps. Unfortunately, for those who are perfectly still, her shape and colour recognition are slightly challenged until something DOES, in fact, move. She has great depth perception. Flaws: DIAPAUSE - Ora succumbs to the stasis-like diapause when it gets too cold for her. At temperatures of -5° Celsius/23° Fahrenheit she loses her lightning reflexes. At temperatures about -10° C/ 14° F she works at half her capacity, being weakened, slow, sluggish, and usually irritable because of it. If it reaches -20° C/-4° F, then she goes into full diapause and remains completely dormant until she is warmed up again. MOLTING - As a growing insectoid species, Ora has to deal with molting. There will be times when she feels restricted and tight because she has outgrown her exoskeleton. During this period her mobility is challenged, but her exoskeleton is at its hardest. Molting is an uncomfortable process for her and cause for bad mood. When she has finally cast off her previous shell, her exoskeleton has not fully formed yet. Her defense is significantly compromised, but she can moved quite fluidly and quickly once again. This happens every eight months. She is vulnerable for an entire month after molting. She is restricted for the same before molting. IMMATURE/ SHORT LIVED - Although it seems Ora's species would be long lived, not reaching adulthood until about 48 years, they generally only have about 18 more years to live - and that is if they take VERY good care of themselves. The age of 60 years to them is like 90 or 100 to a human. They only have abut 14 years at their full, mature potential. The rest of the time they are immature and incomplete physically, or they are becoming enfeebled and preparing to die. Ora is not fully grown; she is still in her nymph stage. This means she does not have wings and cannot fly yet. Nor is she at her full strength or her full potential, and she knows it. Brief History: Ora was the daughter of a pro-cannibalism dictator of bug people. Her particular race was that of the Mantolaos, or Mantis People from the planet Charizoin. Although her mother was plotted to be assassinated, she died of natural causes. Instead, most of her siblings were assassinated. She fortunately escaped by the aid of a loyal servant who was of the Lapidopterlaos, or butterfly people. This servant had a long secret art of banishment spells, but no one knew where the banished people went. Believing wherever this spell may take Ora would be better than in the middle of a revolution, she cast it. It sent Ora spiraling through space until she appeared on Earth[Subject to Compromise], with the appearance of a shooting star. ((A longer History is available upon request) Mary Sue Rating: 13%
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Posted: Sun Jan 10, 2010 10:24 pm
Frauke Role-Play: Mishaps Mercenaries for Hire Name: Frauke W. Freivolk Status: Active Age: Calendar: 25, Biological: 30 Gender: Female Species: Kariben Rotvildan (Caribou Person) Origin: Home-world name still pending Physical Description: A 165-cm tall woman with an average build, being neither skinny nor fat. She appears to be a deer-like humanoid. Her face is human, although covered in very short, soft hairs of mainly a medium brown, with darker patches of brown on her forehead and a spot under her nose. The rest of her body is mainly brown, with darker patches on her fingers and a stripe down her back. Her chin, neck, and a small portion of her chest is a lighter cream colour. Her hair is thick and usually messily tied back, and is also of a cream colour. She has a pair of floppy deer-ears which are usually riddled with earrings. A pair of antlers sprout from her head and branch out backwards. She has a pair of hooves for feet, and no tail. Her eyes are dark brown. She usually is seen wearing many accessories and jewelry along with loose flowing apparel. Personality: Frauke enjoys solitude, but does not abhor the company of others. Although some paint her as a loner she is well mannered and not all jokes are lost on her. She enjoys a good laugh, but is seldom clever enough to be humorous, and so she prefers to take things literally and not even attempt witty banter. Despite being a woman who often wears a lot of expensive seeming jewelry, she is amused or endeared by the simple things, and does not actually desire many material things. Frauke is modest and honest but not necessarily honourable by the by. Her personal mission comes first, her survival comes next, and other people's needs or even their lives rank third. Frauka is disinterested in the dramas of other people's lives and tries to avoid it in her own. Skills and Hobbies: Hunting (small game), Wilderness Survival, Archery, Appraisal and Activation of Magical Devices/Enchanted Jewelry, Multilingual (Rotvildan (which is essentially German), English/Common, Elven (dialect to be decided)), Rope Handling, Whicker Weaving, Housekeeping, Animal Husbandry (Poultry) Assets and Equipment: Frauke's arsenal: Crossbow - Typical crossbow which fires typical bolts. Frauke carries both wooden and metal bolts. Earrings of Secrecy - Wearer's presence is hidden from clairvoyance and psychic detection. Wearer's mind becomes unreadable. Resistance to mind control is increased but not completely repelled. Always active. Ring of Illumination - A ring which acts as a torch. Wearer must rub it to activate and deactivate it. Ring produces a beam of full spectrum light. Can last for 48 hours before dimming. Must be recharged in sunlight. Ring of Arc - A ring which generates a bolt of lightning from it to its intended target. It is activated by pressing a small button on the bottom of the ring. Has unlimited use, but frequent use heightens the chance of it backfiring and electrocuting the wearer. The blacker the gem turns, the higher the risk of using it until it 'cools' down. If targets are clustered together, a chain lightening effect may occur. Acorn of Apatite - When tapped, this acorn pendant covers the wearer in a protective layer of Apatite (class 5 on Moh's Scale of Relative Hardness, 48 on Absolute hardness). Wearer is rendered immobile until it wears off. It lasts for one minute per tap (so tapping twice means this form lasts 2 minutes). Can only be used once every six hours. Hunter's Bracelet - Bracelet which enhances wearer's reflexes and agility by 50%. Prolonged exposure can cause inflammation in the wrist, so switching wrists periodically is advisable. Always Active. Illusionist's Eye - Amulet which allows wearer to cast three illusions per day. Illusions are either auditory or visual, but never both. Visual images are unmoving unless wearer concentrates and orchestrates its every movement. Activated through password ((Sherrizah)). Password can be whispered or just mouthed. Salamander's Shawl - Shawl which not only protects wearer from fire, but will absorb magically produced fire and convert it into stamina or even adrenaline for the wearer. When wet, its weight becomes more than tenfold. Always active. Spell Catcher - A Dream-catcher, which seizes spells cast at or intercepted by the wielder. It can hold one spell at a time, and then unleash said spell later at half of its original power. Spells that do not have gradients of power, but are either hit or miss will just be half as likely to succeed. Spell catcher is always active. Spell catcher can catch and hold more spells if beads made from the right crystals are added to it. Currently it only has one. Powers: NATURE MAGIC - Frauke picked up spell casting in the nature vein in her youth to help with the garden that belonged to her Father's Inn. Frauke, unfortunately, let this skill atrophy. Currently she is only capable of moving weak or flexible plants, or identify poisonous or hyper-allergenic plants, even if she's never seen one before. This power will be updated if and when she increases her magic competency. However, since she let her magic studies atrophy and favored enchanted items and devices, it will be very difficult, perhaps even impossible, for her to master any magic arts at her age. Flaws: MAGICAL ATROPHY - Since Frauke neglected using the part of her mind and body that allows one to learn and cast spells, she has damaged her capability to learn new magic, or to master the school of magic she already learned in her youth. POOR LIAR - Frauke may not always do honest work, but her words usually are sincere. She is very easily caught in a lie, and is a poor actor. Whether it is her sheer stubbornness not to speak falsehood, or her obvious lack of eye contact, shifting of weight, or darting of eyes when she is lying, even the average person can observe something is 'fishy' so to speak. Brief History: Frauke was born to a family of innkeepers, the Wirths. As a daughter, the property could not be inherited to her unless she were to marry before her father passed away. In her youth she spent her time helping clean and run the inn, or hunting with her cousins. However, as she came of age, there was a lot of pressure to marry. The pressure was onset by her father's mysterious illness. Thus she hastily married a stranger to secure the property. Not soon after an oracle passing through town declared that there was evil at work, and identified an old trinket Frauke had picked up for a collection of odds and ends to be a cursed artifact. She said the curse was bound to Frauke, and the longer she stayed, more misfortune would come upon her kin. Thus Frauke left in search of answers, collecting magical items along the way and studying them in detail. Even now she has traversed into another world, searching vigilantly for a way to remove the curse, and seeking out the possibility of a fortune to fund her research of her recent interest: cursed and blessed artifacts. Mary Sue Rating: 11%
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Posted: Tue Jan 12, 2010 2:41 pm
Amatus Role-Play: VagabondName: Amatus Zabat Status: ActiveAge: Calendar: 13, Biological: 21 Gender: Male Species: Human Origin: Thera Physical Description: Amatus is a slight man appearing in his early twenties with a streamlined build and an unimpressive height of 165 cm. His small gray eyes turn up devilishly at the outer corners beneath pronounced and perpetually arched brows. His high cheekbones give an almost gaunt appearance to his otherwise young looking face, right down to where it tapers into a narrow and somewhat forward set chin. A long nose hovers over a mouth with a short upper lip; a mouth which seems to have its corners permanently turned upwards into a smirk. His complexion is fair and contrasts with a crop of black well-kept locks which doesn't quite reach his shoulders. Usually his face is on full display, for his hair is often slicked back. Personality: You won't find a person with a happier seeming disposition. Even when this man is angry he is all smiles, although his words may not necessarily be agreeable. He behaves in often a foolish manner, almost to the extent of being naïve. Furthermore, many people feel there is something not right about this individual. Perhaps it's his tendency to have conversations with himself, or his complete disregard for propriety and personal boundaries of others. His vanity and arrogance compound this, although his way of being arrogant is atypical. One thing is sure, the man hates to be alone, and can suddenly get very agitated if there is any indication of someone leaving him. Skills and Hobbies: Fencing, Horseback Riding, Basic Education, Accessorizing, Grooming, Music Appreciation Assets and Equipment: PREVIOUSLY WEALTHY - Not only is Amatus traveling with a heft sum of money, but he also has possessions such as fine clothes, trinkets, and accessories he can sell to make his money last longer until he lands a means of making some for himself. Powers: SPELL/POISON RESISTANCE - Due to his over exposure to spells by a witch, Amatus is resistant to a range of spells. He's mostly resistant to charms, transformations, hexes, and magic-based plagues. He is not resistant to most attack spells (fireballs, lightning bolts, magic missiles). Although he resists spells, SOME spells may have a random reaction to the lingering spent magic about him, causing stranger side effects. He is also resistance to most magical and natural poisons. Poison ivy and poison oak still has an itchy effect on him since it's not actually venomous, but just hyper-allergenic. HEALING/PROTECTION SPELLS - Through contact, Amatus can heal wounds, purify poisons, and cure sicknesses. He cannot bring anyone back from the dead, though. The potency of his magic is highly dependent on how many good deeds he has done. It's difficult to know who or what is keeping track of said good deeds, and whether it qualifies if he does something just to fuel his magic or out of genuine concern. He can also cast protection spells to ward off evil and mischief, temporarily raise spell resistance, or create a solid barrier for a time. Again this is fuelled by accumulating deeds. Flaws:DISPLACED - Amatus has no place to call home, no family to turn to, and although he was taught more about social etiquette later in his life, he still often times does not quite get how the world works and how to behave. This places him at a disadvantage, mainly because it sets him up to be taken advantage of easily. VAIN - Amatus learned to be very particular about his personal grooming and appearance later in life, and still clings to the ideal that pretty on the outside is better than pretty on the inside. After all, people don't look inside him, they look at him. Furthermore, he enjoys looking at himself, even though his appearance may not be necessarily appealing to everyone else. He also believes himself to be above everyone, despite having been sold and resold and even kicked out. His delusions of grandeur are most likely a coping mechanism, resisting the truth that no one wants him. FREAK - Although human, there have been several minor alterations from his exposure to magic. Things such as sharpened teeth, occasionally glowing finger tips, strange tasting blood that keeps the parasites away, and many more make him a little different than most human beings. None of the effects are really largely noticeable, but if something in his appearance suddenly changes, it's a possible reaction to spells cast near him. This is easy to conceal most of the time, but the right circumstances could expose him unfavorably. Brief History: Due to a myth his ancestors believed in about every twin born to their lineage resulting in a good twin/evil twin scenario, a witch managed to trick Amatus' parents to sell him to her. He became her guinea pig, leaving him with a plethora of magical side effects. At the age of eight, he drank a potion that doubled his age, unbalancing his mind and body. Eventually when he became resistant to her spells, and thus useless for further research, the witch traded him to a wealthy mage. The mage educated him, planning on having him pretend to be his son, who was dying from illness. However, after learning about his dormant healing abilities, he healed the mages son, and consequently was forced to leave. Now he is without a home, friends, or family, but luckily he does have his imaginary friend; his conscience. Mary Sue Rating: 25%
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Posted: Sat Jan 16, 2010 1:48 am
KENNETH Role-Play: Tainted Gift Name: Kenneth Kellogg Status: PendingAge: 16 Gender: Male Species: Human Origin:Earth Physical Description: Kenneth is far from what the mainstream populace would consider a 'hunk,', a 'hottie', or any other such nonsense. He is not muscular, lean, or sculpted, but also is not the extreme as to be a complete blob of human flesh. Rather he is quite average, although with slightly broader set shoulders. His stomach certainly is not flat and has a roundness to it, but it does not protrude so much that his usual choice of a baggy shirt won't minimize it considerably. Kenneth is about 170 cm tall (I think about 5'7"), with slightly longer-than-average arms, ending in smaller-than-average hands which often were referred to jeeringly as 'girly hands'. His complexion is ruddy; almost always appearing with rosy cheeks. Kenneth has gray-blue eyes that are set under a pair of perpetually arched eyebrows. A small indent, or rather a scar, is set just above the left corner of his left eyebrow, usually disappearing behind his medium brown bangs. His hair is cut in an outdated style known as a rattail, where the back of his hair is cut short except for a longer lock at the nap of his neck. Although not necessarily media's ideal of attractive, his facial features are certainly expressive, lending their own brand of charm - if ever he bothered to utilize it. Personality: Kenneth is subject to dire mood swings, going from laid back and jovial to suddenly irritable or dour. However, he rarely is explosive, and though sports a temper and a tendency to hold grudge, seldom picks fights. He feels strongly about things, but usually only states his opinions to those he trusts, or when he feels he has a level of anonymity. When between extremes, he rests himself in a state of apathy. Kenneth is not without a sense of humour, but unfortunately it often times goes on vacation, leaving Kenneth tired and serious and quick to take offense. When his wits are about him, he's liable to laugh loud and boisterously at the silliest comment, although often quick to apologize for his roaring voice, which had been a point of ostracism in his childhood. Kenneth hates crowds and prefers a lot of personal space. He also shies away from being touched, even affectionately, despite having no problem shoving someone against the wall if they press his patience. For the most part Kenneth is wary about getting close to people, but at the same time hates to talk about the weather and wants to jump into the middle of a relationship where he can learn the ins and outs of a person and cut past the façade. He'll often go straight for personal questions, which oftentimes make people uncomfortable around him. However, someone has to be real special for him to make this sort of lunge, as he regards most of humanity as self-serving, superficial, insipid beasts of rotten habits and deliberate ignorance. Skills and Hobbies: Hand-eye Coordination, Writing, Art, Observant, Voice Projection, Video Games Assets and Equipment: None Powers: None, yet. Flaws: UNBALANCED -Kenneth is emotionally unbalanced, often going between dynamic highs and lows. This impacts on his physical and mental health negatively, and also infringes on his ability to handle stress. Furthermore, it makes it makes social situations difficult for him. It also makes it difficult for other people to interact with him, because his reactions aren't always predictable. Although not typically violent in behaviour, morbid thoughts have taken root in his mind. AUTOPHOBIC - Kenneth is afraid of being alone. If he is faced with the possibility of isolation, he becomes quickly unwell and will usually grasp at any excuse not to be left behind, or placed someplace devoid of other people. This is complicated by the fact that he doesn't get along well with people, and looks down on most. He also prefers to do solitary activities, but just needs to be assured that there is someone close by, even if he doesn't interact with them much at all. LAZY - Kenneth is a unique brand of lazy that may exert more effort in avoiding a simple task than just to do it. The only motivator for Kenneth is if something is blatantly threatening his life or the life of someone he feels an obligation towards, or if he really wants something bad enough and he's already used up all his ideas or excuses not to do it himself. Brief History: Kenneth grew up with the frightful shadow of his bipolar father looming over him. Suffering through emotional abuse and knowing only an unbalanced home life, Kenneth quickly learned to be disdainful and untrusting of getting close to people. None of this quite pushed him over the edge as did a tumultuous event wherein he was nearly killed by his unstable father, saved only by the intervention of an older sister. Kenneth knew only depression and anger and gave up on living before his life really started. He never did well in school, and this was just assumed to be laziness, for he did well to hide his inner turmoil with laughter. However, dark thoughts and violent impulses began to rise in him, and it scared him. To try and convince himself he didn't have it in him, he conducted a personal experiment involving him, a kitchen knife, and the family cat. One dead cat later, his mother no longer could turn a blind eye to his situation and sent him off to a special school for troubled youths, called White Ridge. Mary Sue Rating: 24%
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Posted: Mon Jan 18, 2010 12:38 pm
Talmaya Role-Play: I Summon Thee!Name: Talmaya Naveh Status: ActiveAge: 34 Gender: Female Species: Rishonguf Origin: Lhitazen Physical Description: Talmaya is 169 cm tall with a healthy build and average frame, who looks somewhat older than her actual age. Her hair is dark blue and her eyes sea green. Her flesh is well tanned, and there are a few wrinkles forming at the corners of her eyes. She has a blue glyph on her forehead that represents water. Often she is seen wearing loose fitting clothes, and a cloak on top of all that. She also often wears a veil. Personality: Talmaya, although trying to better herself from her thoughtless and arrogant follies, is a very bitter and judgmental woman. She is not very open to new ideas and often times scorns what she does not understand, and praises only what suits her way of life. Talmaya can be very stern and quiet, or otherwise quick to scold and criticize those around her. She is, however, dutiful and honest, which makes her a valuable friend if one manages to appeal to her and gain her wary begotten trust. Skills and Hobbies: Natural Medicine, Water Divining, Bilingual, Desert Survival, Literate, Pottery, Swimming Assets and Equipment: Basic Survival Gear Powers: ELEMENTAL CONTROL (WATER) - Talmaya has the ability to control water in the environment, or to exchange her own energy to conjure up magical water. Conjured water can take on offensive or healing properties. The offensive property is making the water acidic to cause painful stinging or burning on the skin of her opponents, used to cause blindness when directed at eyes, or to make it oxidize materials it comes in contact with at an accelerated rate (such as causing iron to rust). The healing effects is to rejuvenate expended energy, leaving the target refreshed ((this also restores magic/mana/energy for other magic casters)) and lucid((removes confusion, grogginess, fatigue etc)). Conjured water evaporates three times quicker than natural water. It also is more conductive to other magic, so dousing the target in conjured magic before casting another spell will raise its effectiveness. Furthermore, Talmaya can breathe under water. Flaws: -Bitter -Close-minded -Aged Brief History: Talmaya grew up in a desert village, where her family's ability to control and conjure water was a boon. Due to the high standing of her family, she became very cold and arrogant. This was further compacted by her sister being too soft and gentle for the harsh living conditions, and her doing everything in her power to not be subject to ridicule and criticism like her own sibling. She was married young, but to a partner she found too ordinary and unsuitable to a woman of her caliber. When after fifteen years of marriage she failed to produce a child, her husband took a concubine who soon gave him his long awaited son. Her pride dismantled and value depreciated, Talmaya felt she was being punished for her haughtiness. Thus, she spent the next three years of her life trying to better herself, but with little progress due to her own bitterness. Mary Sue Rating: 10%
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Posted: Mon Jan 18, 2010 11:29 pm
Logan  Role-Play: Seclusion in Death Name: Logan Fairfax Status: ActiveAge: 18 Gender: Male Species: Vampire Origin: Earth I dare say Physical Description: Logan is tall, at 185 cm (roughly 6'), lanky, and looks like a stiff breeze could knock him over. His hair is long and dull brown, and his spaced apart eyes are amber. He tends not to be terribly picky about his clothes, and sometimes wears things that clash. He'll say he shops at thrifts stores, but usually he just steals some article of clothing from his victims. That's sort of thrifty, is it not? Personality: Logan is still very human in his personality, but is certainly jaded and has a tendency to sneer at most people. He projects a large ego sometimes to make up for his lack of confidence, but he doesn't try to be large and intimidating or necessarily 'macho', knowing with his appearance it would fail. When it suits him, he will play into his frail appearance and come off as helpless. Instead he usually tries to come off as very mature and intelligent, trying to make other people feel lackwit in comparison. It was, after all, how he learned to deal with his peers. Logan will sometimes take the moral highground. Alas, it is usually in a blatant display of hypocrisy, for although still very human, he is also very bitter. Being a vampire even for two years has made him somewhat ruthless. Skills and Hobbies: Highschool Level Education, Writing, Video Games, Reading, Collecting Trivial Facts to repeat to sound smarter than he actually is... Assets and Equipment: Nothing noteworthy Powers: FANG SACS & HEALING SALIVA - Logan's teeth resemble a viper's, complete with venom sac attached to the back of the fangs. These secrete a glycoprotein called Draculin, which keeps a wound from closing. This prevents clotting and coagulation in the blood of his victim as he drinks it. When he is done, he stops the secretion, and triggers another gland that mixes with his saliva. This component has supernatural healing properties. Thus the wound goes from being kept open to closing and healing at an explonentially accelerated rate (wounds can be licked close in mere minutes). However, when weakened, it is more difficult to produce this healing agent. KEEN SENSES - Logan is equipped with heightened vision, allowing him t see in the dark, better hearing, and a very keen sense of smell to sniff out his victims. He can tell race, age, and gender, and a few other personal details from smelling a person. His reflexes are also advanced. SUPER HUMAN - Logan can now move with greater speed and has a power that bellies his thin frame. However, due to his thin frame, being up against another being with super human strength, he will lose in spades. In fact, his strength isn't actually beyond human capability, just beyond the capability of someone of his build. He is more reliant on his speed than power, anyhow. He can move faster than most human beings, but not faster than the trained eye could follow. (Running speed averages 60 km/hour) CHARM - Logan is capable of placing charm on weak willed individuals, placing them under his complete command. This works best with those already easily influenced by outside sources or people with a need to follow others. It often fails on those with a more independant mind set. However, to more willfull people, he can temporarily stun them, or relay to them hypnotic suggestion. However, they will carry out his suggestion only so far as their core beliefs would allow. This is usually just used to get the truth out of people, rather than to control them. Flaws: -Hypocritical -Hypersensitive to Sunlight (Results in Combustion) -Inexperienced Brief History: Struggling as the only boy in a family of five, his mother and four sisters, Logan was often not valued by other boys as one of them, and likewise the girls snubbed him. Becoming quickly spiteful and bitter, like any hormonal, angsty teenager, Logan was eager to get out of highschool. After graduation his family took him to Alaska to celebrate, where he was captured by vampires who were in warring gangs. Although his gang won, his sire was killed, and he was cast out by the traditionalists who took over. Unable to return to his family, ha wandered aimlessly until he found kinship among a group of vampires, becoming their fifth 'brother'. Mary Sue Rating: 17%
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Posted: Sun Feb 07, 2010 6:05 pm
SA-AR Role-Play: Age of DragonsName: Sa-ar Status: ActiveAge: 1612 Gender: Male Species: Heaven/Storm Dragon Origin: Earth Physical Description: Dragon: In his primary form, Sa-ar has a long, winding, serpentine body that reaches about 90 to 100 meters in length. His scintillating body is covered in emerald scales, with darker green plated ridges following his back. His belly is segmented with cream coloured patches. Periodically along his body are green, gold, or crimson feathers. Larger red plumes juts out from around his giant snake-like head. He has a pair of large feathered wings, also in green, gold, and red plumage, with smaller 'steering' feathery fins occasionally along his long body. A duster of feathers spouts from the end of his tapered tail. His eyes are a vibrant green. Human: As a human, Sa-ar is a hulking 183 centimeters in height, his body covered in rippling muscles which is often on display due to his constant lack of clothing. His eyes are a vibrant green, which glow in the dark. His skin is fairly pale and unmarred, as any scars he gains in his dragon form do not transfer over. His face has severe features, with tilted slits for eyes, a heavy brow, and a pointed chin. His hair is thick and often tangled or unkempt, growing out in every which direction. He is primarily blonde, but sometimes appears with crimson tipped locks. Personality: Sa-ar is a very proud and domineering character. He believes that a show of power and unrelenting steadfastness are the only true virtues, and likewise makes it clear to any he communicates with that he is unyielding and strong. He believes there is no power greater than that of a dragon, and often will do what he can to instill awe or fear in lesser life forms, such as humans. Preening and vain, he also expects worship and reverence from lesser beings. As for other dragons, he is often uncertain how to interact with them, other than to puff out his chest and snarl. These unsociable and animal-like tendencies are a result of over a millennia of isolation from his kind. Sa-ar also can be very black-and-white, believing in there being only absolute responses to any situation. Skills and Hobbies: Hunting, Celestial Navigation, Aerial Maneuvers, Hoarding Treasure, Basic Meteorology Assets and Equipment: N/A Powers: WEATHER MANIPULATION - Sa-ar can call upon the forces of nature from up to 25 kilometers around him. He can bring in storms, clear out clouds, change wind direction and speed, or pool weather fronts together to create various effects, or even alter humidity up to 50%. Using a knowledge of how warm and cool weather fronts interact, he can utilize what is already available within his radius to create desirable effects. LIGHTNING BREATH - Sa-ar can produce a sturdy stream of electricity from his open maw. Furthermore, he can control it in ways conventional science cannot. The strength of voltage is equivalent to that of naturally occurring lightning bolts. MAGIC RESISTANT - Most magic cast on Sa-ar will either fail, or have less of an effect. This also includes beneficial magic such as magical healing or reinforcement spells. He is more resilient to magic that casts the elements than anything else, and is outright immune to wind and lightning. Charms and control spells tend to have a 75% failure rate. He is, however, not protected against certain mystical rituals that take time and preparation to cast. Furthermore, he is not resistant to psychic skills, so long as they are not magically induced or fueled mental abilities. TRANSFORMATION - Sa-ar can turn into a human. In this form he has access to smaller areas his large body could not fit, and an easier handle of human language. Although he can speak as a dragon, it takes a lot of control and strain to speak clearly. He also has hands - a useful tool. Also, if he so desired, in this form he would be capable of hiding or blending (and breeding) with humans. In his human form he is always naked, forsaking human convention. As a human he loses all of his dragon-like abilities other than strong magic resistance. Flaws: -Arrogant -Unsociable -Weakened from years of forced slumber -Ignorant -Stubborn Brief History: Sa-ar was hatched in around Mesopotamia, but was deemed unworthy by his father, Sirrush, and was exiled. Sa-ar traveled far across the oceans and settled in the new world, living out years of isolation. Then when bringing in a storm front on a hot summer to end a drought, some natives witnessed him, and he became a God of sorts. Most of his powers were exaggerated, and even the few times he exposed his pale human form, he was given worship. Eventually foreign invaders began to arrive, and thought they were a mere trifle to fight off, he did not anticipate his own people being turned against him amidst the turmoi. Shamans invoked a banishment spell which put him in a deep slumber deep beneath the Earth. When present day arrived, the spell had worn off and he awoke with a fury, laying waste to the cities built atop him. Angry at the dramatic change in landscape and the arrogance of the humans, who refused to submit to his rule, he flew off across the ocean in search of answers... whereupon he discovered the island, which acted as a Dragon Sanctuary. Mary Sue Rating: 46%
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Posted: Thu Feb 18, 2010 10:44 pm
SUBIRA Role-Play: Age of DragonsName: Salkuriatha "Subira Brown" Status: ActiveAge: 89 Gender: Female Species: Plague Dragon Origin: Earth Physical Description: As a dragon, Salkuriatha is roughly the size of a smaller-end rhinoceros. She is covered in fine dark green scales, with some tan modeling along her back and hind haunches. Her neck and belly are a deep purple. She has a deep purple patch under her yellow, silted eyes. She has four legs, but her front legs are capable of gripping things like hands. She has a tail that is roughly the width of her body that tapers to a tip. Her neck is long and narrow, coming out in a smell, wedge shaped head, set with hard plates from her snout to her cranium. She has long horns that split and then weave into each other. Her horns and talons are all black. Salkuriatha has no wings. As a human, Salkuriatha is 160 cm tall, with asmall shoulders, thick waist, and full-figured hips and thighs. She appears to be of African descent due to her dark skin, thick curly hair, and strong jaw. Her nose is flat at the bridge, but then wide and bulbous at the nib and nostrils. Her eyes are small, violet, and spaced apart. Her lips are very full, and balanced in thickness between top and bottom. She enjoys wearing bright colours. Personality: Salkuriatha is patient and analytical. She often can be described as disdainful and proud at times, but it belies shaken faith and a deep layer of conflict she lives with. She is often a seeker of retribution, and enjoys poetic or ironic justice. She prizes knowledge above all else, but doesn't shy away from the notion of wealth. She sometimes prizes the pursuit of knowledge and self preservation above ethics. Skills and Hobbies: Organizing Data, Data entry, Practical writing (reports, essays etc), chemistry, biology, dragon lore, puzzles, reading Assets and Equipment: LAPTOP - While not a state of the art notebook with the latest technology, Subira/Salkuriatha does have a fairly hardy laptop she takes with her often. Most of the files on it are text files, with a few images of diagrams and the like. There aren't a lot of personal files other than a log she keeps of her own life. It has a tinted screen for privacy, wireless connection, air card, and a fair amount of storage, but only mediocre amount of RAM. There are a lot of database or calculation based programs installed. Other than the standard game of solitaire, there doesn't seem to be any entertainment media on the entire harddrive. Powers: DISEASED CLAWS - Through both biochemical and mystical properties, a slash from Salkuriatha's can cause various infections or diseases, without she, herself, carrying that disease. Most diseases are blood borne (Hepatitis A/B/C/E/G, HIV, HTLV-I/II, Lyme Disease, Malaria, Toxoplasmosis, EBV, TTV, SEN-V, RMSF, Syphilis, and a Neurodegenerative disease that targets only other Dragons), but sometimes it is simple festering or general infections that can be fought with antibiotics or topical antiseptic medicine. It is difficult to predict just what effect will occur. He claws are deadliest when she is hurt, dehydrated, starving, panicked, or all of the above. When calm and healthy, the chance of infection is only 3%. CONTAMINATE - By merely exhaling Salkuriatha can spoil food, contaminate water, and pollute air. This does require concentration on Salkuriatha's part, therefor her regular breathing does not cause this. She cannot do this VENOMOUS BITE/SPIT - Salkuriatha's fangs have a fleshy sac filled with vile, necrotic venom, similar to that of the Brown Recluse, or Fiddleback spider. This is either secreted by the pressure of her biting something, or she can use her tongue to squeeze out the venom to mix with her saliva in order to spit it at her victims. She can not express her poison further than two meters. Luckily, the treatment for Brown Recluse Venom is just as effective against her poison. CORROSIVE BLOOD - As a plague dragon her blood is severely corrosive, on par with hydrofluoric acid. However, unlike hydrofluoric acid, it is felt immediately. Due to her corrosive blood the only parasites that can bother her are those who target the digestive tract. VENOM IMMUNITY - Salkuriatha is immune to all naturally occurring poisons and venom, including heavy metal poisoning. However, synthetic materials and complex chemical drugs not found in nature can still harm (or help) her. She is resilient, but not immune, to radiation sickness. TRANSFORMATION - Salkuriatha can transform into a human form. This is not purely a human casing to deceive the eyes of others, for her very DNA reconfigures itself. Therefor, she loses all of her other powers. The only exception is her venom immunity, which is only weakened. High enough concentrations of venom can and will make her sick, but it is unlikely. Flaws: -Easily Influenced -Morally ambiguous (but not outright amoral) -Conflicted -Accident Prone -Allergic to penicillin -Allergic to most antidotes -Halitosis (Okay this last one's a bit of a joke) Brief History: Being of a race of smaller, flightless dragons, Salkuriatha's people long ago had to find craftier means to survive the human plague. Her kind were often seen as wretched, for they brought disease with their claws, venom in their fangs, and blood like corrosive acid. Often, they were also considered inferior by most other dragons, being bound to the ground, and having significantly shorter life spans (only up to 200 years). Thus, the Plague dragons used their ability to assume human form to integrate themselves into human society, thus surviving near or total extinction after enough of their kind had been slaughtered. However, as the world became more global, and systems were set in place to track a person's life, they were forced to the outskirts of society and third world countries. Every once in a while, they would hold conventions in secluded locations to meet in their dragon form and socialize, and perhaps find a mate. Salkuriatha's family, having lived in the region of Rukwa of Tanzania, 'immigrated' to America, taking on the surname 'Brown', and herself taking up the alias Subira. There Salkuriatha immersed herself in the human world, becoming much like them. Being a woman to value knowledge, she'd been undergoing various courses of schooling, finding an interests in pharmaceuticals and biochemistry. Somehow, her life led her to be elected as an assistant to work on the dragon experiments. Ironies of ironies, Subira found herself on the other side of the glass, taking notes while researchers experimented on dragon-kind. Mary Sue Rating: 16%
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Posted: Fri Feb 19, 2010 12:18 am
LYNN Role-Play: Nightmares Do Come True Name: Lynn Bolton Status: ActiveAge: 19 Gender: Female Species: Human Origin: Earth Physical Description: See Picture / I'm being lazy (Yes, I know using a picture of Summer Glau is none too original, but when a photograph of a real person over a drawing was specified, she was the second person who sprang to my mind) Personality: Outwardly sarcastic and cynical, unable to place her trust in others easily. Although she tends to take the world very seriously deep down, she often sloughs problems off with an offbeat joke or facetious comment, and finds some strange, twisted bit of humour in the darkest places. She's ready to laugh at herself and the world around her, although there is something almost scornful in the tone of her chuckles. She doesn't adjust to changes very well, and does a lot of things out of habit rather than enjoyment or logic; such as the friends she keeps, the food she eats, or the music she listens to. Although bitter, Lynn is not without compassion. Skills and Hobbies: Working Out, Writing Poetry, Playing First Person Shooters, being astute, good poker face Assets and Equipment: POCKET KNIFE - Standard stainless steel blade that folds into the handle. Well maintained. Powers: N/A - Lynn is just a regular human girl Flaws: -Suspicious -Begrudging -Slow to adjust -Sensitive Stomach (several food intolerances) -Moody -Unmotivated Brief History: Lynn was born in Bellingham, Washington as the youngest of four. For years she endured the constant abuse inflicted upon her by her emotionally unstable father. When she was 11 her father committed suicide, so her mother packed them up and moved them to a city in Ohio, to start afresh. She struggled with undiagnosed post traumatic stress disorder, which brought her failing grades. She was held behind in middle school, entering into highschool a year older than her other students. She more or less avoided scorn or praise by alienating most of her peers, except for Kristi and Jolisa, whom she somehow made a connection with in spite of herself. Although she doesn't always see eye to eye with her friends, and has dropped a scathing comment or two, she is fiercely loyal. Mary Sue Rating: 33%
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