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Malice the Immortal

PostPosted: Tue Jan 23, 2007 10:32 pm


PROFILE

Picture: Pending

Full Name: Malice, The Immortal Swordsman of the Cursed Sword, Cruoris.

Short Name: Malice.

Race: Human. Kind of.

Age: Undetermined. Stories of Malice have gone back to the early Renaissance.

Height: 5'11"

Weight: 190 lbs.

Occupation/Class: Fighter, Wanderer, Serial Killer. Not in that order.

Text Color: bolded Lightslategray

Physical Description: Malice is not very remarkable in appearance. His black hair is medium length, his eyes are equally dark. As a wanderer, he never looks clean, though he never seems to get that dirty either. For a swordsman, his fairly tanned skin is literally free from blemishes and scars. He has muscles typical of a warrior, but is nowhere near built like a body builder or professional fighter. Malice tends to be relatively quiet as well, but when he speaks, his voice is deep and dangerous, as well as calm and emotionless. And whenever he is seen, he always has his sword in hand.

Background: Telaus Orcinus, son of Demos, was the high priest of the last Emperor of Atlantis. The priests of the Atlanteans were spiritually trained from birth to be pure of mind and of spirit, since they carried a burden of protecting their people from both outside attacks, and from wayward thoughts of temptation. The high priest was assigned a special task, one that was hidden from the eyes, ears, and minds of nearly all of the island nation's citizens. The sole purpose of this advanced civilization being built on that island: the protection of a cursed artifact.

In the deepest level beneath the Imperial Palace, locked and sealed away by layers of arcane wardings and ingenius traps, was an object that the heavens themselves saw fit to hide away beyond the reach and influence of foolish mortal men who would seek it's power for themselves. The high priest of Atlantis was a master of ceremonies, and teachers of mystical ways. But this was only a front for a public; away from their prying eyes, the high priest trained an elite few individuals to be Sacred Guardians of this relic, to ensure that no man would take a single step into the cursed chamber. They were trained and monitored to be pure of mind and soul; the high priest himself never guarded the chamber, to keep him and his knowledge of the truth away from the taint the artifact eminated, even through the barriers; knowledge that was passed on from one high priest to the next, and no one else. Not even the Sacred Guardians knew the truth of the evil they shielded.

If the Sacred Guardians were ever even suspected of treacherous thoughts, they were instantly relieved of duty, and, depending on the loyalty and heroic deeds of his forefathers, would be dealt a fate that varied from a banishment via hopeless quest, to assassination, to being slain on the spot. Though, over the centuries, after knowledge of the artifact was lost on the surface world, and men stopped vying for its possession. Routine took hold, and as time elapsed, they became lax in all of their duties. The primary fault that sealed the doom of the entire people is that occassional interrogations of the high priests occurred less and less, before being written off altogether.

That's when the cursed artifact reached out to Telaus, in his dreams, whispering promises of untold, unlimited power. And of immortality. Though he drove off such dreams as stress-induced wandering thoughts, they became to wear him down, night after night. Within a year's time, he began to obsess over this unknown artifact, researching it in secret yet finding no trace of its origins. Soon, the dreams no longer waited for his slumber, and temptation assailed him every waking hour, driving him mad with curiousity and lust for power. Only by possessing the artifact, would his mind finally be at ease, so he began to plot how he could retrieve it for himself.

The first step of his plan was to hire agents to whisper secrets of the artifact to various sailors at the ports, but fabricating its identity as something that was the key and source of untold riches. All Telaus had to do was sit back and wait. It did not take long; within three months, a massive invasion fleet had invaded Atlantean shores, and the nation was engaged in an epic war; though caught off guard and outnumbered, they still possessed more advanced technology, tactics, and magic. The battle was a brutal, bloody stalemate that fought from dawn to dusk and beyond, without any sign of either side giving way.

Finally, at the midnight hour, a miraculous event occured: a total lunar eclipse, which doused the island in an unnatural darkness. Under the cover of this darkness and the major distraction, he had no trouble slipping through the Imperial Palace's interior to the bottom level of the basement, to the chamber his Sacred Guardians continued to protect with their lives. They would have slain him if it weren't for the fact that they were hand-chosen and trained by this very man, and that momentary hesistation was all it took for him to slay them first, though becoming mortally wounded in the process. As the only man who knew how to safely unlock the chamber, he begun his ritual.

Meanwhile, the heavens themselves were looking upon the events that were taking place, and too late did they realize the treachery that had taken place. There was no one left to stop Telaus, so they did the only thing they could. They sunk the island of Atlantis, the mightiest and most advanced civilization to exist in the entire history of mankind, killing every last man, woman, and child, erasing its existance from history. Though at the island's final moments, one man made one last effort to attain his deepest desires.

As the final steps of the ritual was completed, the chamber opened just as literal tons of water flooded the Palace, leaving a dying man mere feet away from the more accursed item that had ever existed upon the Earth: the cursed sword, Cruoris, resting upon its altar, uneffected by the deluge that suddenly submerged it. Making a desperate struggling swim for it, darkness overcame Telaus as his lungs screamed out for oxygen. He gave his final breath as his body filled with ocean water, and he blacked out within arm's reach of the sword. He floated there, suspended, for but a moment, when suddenly, his arm shot forward, as if independently, grasping the hilt of the sword.

A nigh-unlimited power source suddenly coursed through the man's core, disintegrating his insides and leaving him an empty shell. A split second later, that energy began to reform as a new interior, and the man formally known as Telaus opened his eyes, reborn as something else, something new, something unnatural. Having no need for mortal biological functions, the man came to a rest at the floor of the sunken chamber, and began is slow ascent up the stairs. He was not a new being given a spark of life; he was something that had always existed, and he was merely means of transporting it now.

The next day, a man weilding a large sword walked out of the seas in tatters, and began his eon-long bloodbath that would only begin to satiate an endless hunger.

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EQUIPMENT

Armor

Breastplate: Made of steel, painted black and ornately decorated with onyx gemstones to give it a dark, unearthly appearance. Mundane, with no special abilities.

Bracers: Made of decorated steel, to protect Malice's forearms. Mundane, with no special abilities.

Weapons

The Cursed Sword, Cruoris: The exact composition is unknown, but is rumored to be an alloy of adamantium and a metal not naturally occuring on this planet, referred to as the broad term "starmetal". The result is a metal that is incredibly dense and nigh-indestructable. However, despite the nature of the sword, its cut isn't any more sharp than the standard blade.

Cruoris is a large b*****d sword, with runes carved up each side of the blade. On one side is a series of runes that are Celestial in nature, and to those who can read them, enchant the sword as a bane against demons and devils. On the opposite side of the blade, are Infernal runes, giving the same effect against angels and their kin. Each set also identically label the sword by its name, and warn that "whomever weilds this blade of Heaven and Hell shall be forever cursed, to forever walk the Earth to suffer in turmoil and agony until the end of all time."

----------------------------------

Special Abilities

Indestructability: The cursed sword Cruoris was forged for the sole purpose of being indestructable. Many men have tried to sunder it, without even scratching it in the least. Anyone who knew the purpose of this sword's existance are either long dead or staying the hell away from it, but if both angels and demons cooperated to make such a damning blade, there must be a purpose.

Sword of Heaven and Hell: Long before mankind walked the earth, this sword was created for a purpose now unknown, by both denizens of Heaven, and of Hell. When created, both sides had forged a series of runes upon the blade, one on each side, their meanings lost to the ages except for the oldest of beings. When an otherwise immortal creature takes hold of the sword, it is incredibly painful, the damage tearing through their body and into their soul instantly. Mortal beings are not as harmed by this; they still feel the pain, but its slower and more gradual.

Arcane Warding: On top of the weapon's physical defenses, it also has been mystically enchanted to be resistant to magic and most energy types. This does not make them ineffectual against it; a fire user could still heat the blade if they pour their heart and soul into it. However, all effects are dampened the moment they touch the blade, making such attacks much less effective, as well as doubling as defense against these attacks.

Sword of Blood: Blood is drawn to the blade of Cruoris like it was a sanguine magnet. When in contact with the blade, blood slowly but visibly seeps into it, where it is broken down and used as an energy source. All special traits of the blood are broken down to its base components, with anything useful also absorbed, anything harmful or useless expunged. Any magical or energy-based enhancements cannot be absorbed, and linger on the exterior of the sword in the form of energy. Close proximity to the sword will not cause hemorrhaging or rupturing of blood vessles, but any blood in the immediate area of an open wound will be drawn from it, through the air generally up to a foot away. Otherwise, the person will feel an odd pull or draw from the sword, but that's it.

Sword Technique 1 - Sword Wave: When energy is pulled onto the blade of the sword via the Sword of Blood technique, it can be redirected at the opponent in the form of a cutting wave of energy. This is done by swinging the blade in a wide arc, with the angle swung directing the angle of the sword wave. The distance travels is proportionate to the amount and potency of the energy absorbed from his opponent's blood, but averages around 40 feet before dispersing quickly. A two-handed swing increases the velocity and distance. This is usable once until more blood is absorbed.

Sword Technique 2 - Sword Shockwave: When energy is pulled onto the blade of the sword via the Sword of Blood technique, it can be redirected in the immediate area around the weilder in a small domed shockwave. This is done by a two-handed sword plunge into the ground, though actual penetration of the ground is not required. The energy stored upon the blade expands outward, creating a concussive force of the appropriate energy type averaging out about 10 feet in all directions. Though not as damaging, this technique is usefully for knocking opponents away, from any or all angles. This is usable once until more blood is absorbed.

Sword Technique 3 - Sword Buckshot: When energy is pulled onto the blade of the sword via the Sword of Blood technique, it can be flung forward in a spray attack. This is done by pulling the sword back and thrusting sharply forward. Upon reaching the full extent of the thrust, the energy clinging to the blade is flung forward in a cone-like spray, reaching out on average about 20 feet away before the orbs of energy disperse. Not as precise nor deadly as the sword wave, it covers a much wider area and is nigh-impossible to dodge. Needless to save, from the conic shape of the attack, closer range results in more hits and more damage. This is usable once until more blood is absorbed.

Sword Technique 4 - Sword Reflector: When energy is pulled onto the blade of the sword via the Sword of Blood technique, it can be used to redirect further energy away from the weilder. Since the energy absorbed from a particular opponent is apparent in all energy-based attacks, the similar polarity of the energy can be used to reflect an attack back at the opponent. By using the flat of the blade as a makeshift cricket bat, an opponent's attack is knocked straight back in the direction it was launched; typically, right back at the opponent. In process of using this technique, the energy stored on the blade is diffused upon the reflection, and cannot be done a second time without absorbing more blood. The difference of amounts of energy from either source does not matter; if the attack has more energy launched, it is still reflected, just much slower. If the attack has less energy than what is stored, it is fired back at a much greater velocity.

Hand of the Destroyer - Fleshcraft: As a side effect of the sword's power overwhelming the limited capacities of a mortal form, parts of the weilder's body gain some extra supernatural abilities. This is one such side effect. When the palms of the weilder touches any flesh besides their own, it quickly begins to fall apart. The skin and muscle tissue touched begin decay rapidly. Within seconds, flesh begins to fall off the bone as the hand of the user paws and manipulates it like wet clay. A split second contact, such as from a slap, does not have an immediate effect except for a sharp sting and general numbness of the exposed skin. This only works on living organic material, so it is blocked by armor, magical barriers, even clothing. This is not a free effect, and instinctively uses the sword's stored blood supply normally kept for regeneration to power. However, it is automatic and reflexive, and cannot be 'turned off' when desired.

Hand of the Destroyer - Bonecraft: When continued application of the user's Fleshcraft ability occurs, his palm can melt its way through the rapidly decaying flesh like a hot knife through butter. Within seconds, all flesh surrounding the bone can be destroyed, leaving the bone itself exposed. With a firm grip, the Hand of the Destroyer can quickly turn the bone to dust. In terms of a limb, this constitutes as a severing that cannot medically or magically reattached. For other bones, such as a rib, it simply breaks the bone free in the user's grip, allowing the withered husk to be yanked from the body, or just left inside. Like Fleshcraft, this is automatic and reflexive, and uses the sword's blood reserves to power.

Soul Vacuum: Though not as potent as the Sword of Blood trait, Cruoris also has the ability to drain one's soul into the blade as well. If blood is coal for running a steam engine, a soul can be described as super premium high-grade fuel from mortals, to plutonium fuel cells from "immortals". A soul cannot be drained a little bit at a time: it is all or nothing. When impaled by Cruoris, the victim will feel weaker spiritually (on top of any fatigue from blood loss, of course). Their spirit/soul will begin to be pulled from their body at the point of the wound, as if the blade had become an extention of the body. The duration required varies, but it takes about 20 seconds to drain the soul from the average healthy adult male. The stronger one's willpower or spiritual awareness, the longer it takes, but the end result is inevitable as long as the sword remains. If the opponent manages to free themselves before the duration expires, their soul slingshots back into their body and Cruoris must start anew. If they die during or before the process begins, the soul cannot be absorbed as it escapes completely.

Dimensional Anchor: Cruoris itself seems to have an innate ability to keep itself locked in space and time. Temporal magicks, teleportation, black holes, and so on, have no effect in a 10' area around the sword, as long as it is being weilded. It cannot be pulled out of the present reality at all. This ability becomes supressed if the weilder of the sword sheaths the blade.

Sword of the Immortal: By wielding Cruoris, its chosen champion becomes immortal. All irregularities inside the body are immediately extinguished, and the body becomes locked from the effects of time, no longer aging. While the body can still be harmed, its wounds are regenerated at an astonishing rate. As long as the weilder is still chosen by Cruoris, they can even regenerate their body from complete annihilation. Most minor injuries are fairly easy to heal, taking but seconds to recover from. Any other minor effects, such as smoke inhilation and disease, have no effect on the body and are instantly extinguished once it enters the system. Blood absorbed by the sword is needed to fuel this process; the longer the sword goes without bloodshed, the longer it takes to heal from wounds; however, the process cannot be completely halted altogether. On average, a complete regeneration from scratch takes approximately 14.4 minutes; however, an engorged blade can double or even triple the rate, whereas a starved one can make it last hours or days.

Bonded: The wielder of the cursed sword Cruoris is bonded to it, for better or for worse. Every passing moment when the weilder is not in contact with the sword is excrutiating and unbearably painful. However, as much as the weilder needs the sword, the sword equally needs the weilder. When seperated, the sword can telekentically move itself, but never to attack; only to return to its chosen weilder, or to remove itself from immediate danger so the weilder can regenerate.

Indomitable and Unfeeling: While in possession of the cursed sword, the wielder's physical limitations fade away. The mind knows not of pain nor restraints. This allows the weilder to fight on without feeling pain nor exhaustion whatsoever. Physical strain does not hinder the weilder either, and he becomes capable of superhuman feats of strength and endurance; the body is numbed while simultaneously healing itself at the same time, overcoming the limited capabilities of mundane muscles without realizing it. The body of the weilder also does not have any more use for vitally important things that mortals require: food, water, air, sleep... none of these are important any more to the swordsman of the cursed sword Cruoris.

Physiological Mastery: The wielder of Cruoris is both gifted and cursed with a body that operates differently than mortals. He has an unnatural control over his biological functions, allowing his body to operate in ways not intended by evolution. Body temperature, movement of joints, the quality of blood, the operation of organs: all the involuntary parts of the body's mechanics have become voluntary. Due to owning the Sword of the Immortal, body functions that cease operating in expectant ways do not hinder the weilder whatsoever.

Soul Sight: The wielder of the cursed blade is so taken by its power, that their very perception of the world is skewed. The regular senses are dulled exponentially to the point where they become vestigial in nature. Instead, the wielder senses Life like people percieve color and sound. The distance is uncertain but can extend for over a mile. The wielder is so attuned to this mode of perception that they cannot be overwhelmed with stimulus, nor can it be dulled. Vampires and similar semi-living beings with souls are still noticable, but are dulled comparing to the living and can easily be overlooked at a 'glance'. Zombies and similar unintelligent soulless undead are even harder to spot. The only ones immune to soul sight are mundane objects and corpses.

Sword of All Flesh: The wielder of Cruoris is neither living or dead. The body itself stays in a semi-living mode of stasis; however, the body itself can be considered 'dead', unless disguised by biological mastery. However, any soulless dead flesh in contact with the blade or its wielder becomes subject to their will. In short, any dead flesh can be manipulated by the wielder of the sword as if it was his own flesh.
PostPosted: Mon Feb 26, 2007 9:25 am


Picture: under construction

Name:
Sir Ajax
Alias: Sir ABDUKRAHMAN, JOACHIM, ACACALLIS, XUE
Race: Human, raised by monkies, .... Feral

Height: 6'2
Weight: 150

hair colour can vary. blue eyes,


Alignment: right justify


Weapons/Armor/Equipment: Ajax left all his belongings when he left on his journey (he is currently scrounging around for them)...

Skills: Has extreem tree monuverability, due to his upbringing, Ajax has been known to "move like a monkey"

Abilities: Full control over limbo (the dimension between dimensions). This power many times has found itself being extreemly useless, but the lack of knowlege on Limbo always leaves people wondering what is Ajax's true potential?
The power to communicate and befriend any primate.

Appearance: Slightly scrawny some people have said its more of a "hot lifeguard build" whatever that means.

Personality: Slightly unpredictable, very rarely smart.

Brief History: When this guild was nothing but a lake, Ajax was a cafeine beverage vender with his pet monkey. One day Ajax left and was not seen for over 2 years. Now he is back, we are not to sure where he went, what hes like now and why he is back...

Sir Ajax


Cecil Hawthorne

PostPosted: Sun May 27, 2007 6:56 pm


PROFILE

Picture: Pending

Full Name: Cecil Hawthorne

Race: Human

Age: 19

Height: 5'9"

Weight: 124 lbs.

Occupation/Class: Mage.

Current Mana Points: 10/10

Text Color: Orangered

Physical Description: Cecil is a young, handsome traveler/adventurer, seeing the world and undertaking quests to help himself hone his powers during his magical training. Despite how well-traveled he is, he still really isn't all that bright. He's not dumb per se, but extraordinarily naive about how the world really works. Nevertheless, he is cheerfully optimistic, and never lets hardships keep him down.

Background: Pending

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EQUIPMENT

Spellbook: Like wizards, mages have to refer to a source material when preparing and referencing spells. A mage can cast any spell he has learned and copied down into their spellbook. They must go over their spells for 15 minutes to refresh themselves; every 3 days without referencing their notes, they accumulate a 10X% chance of one of their spells failing, with X being every 3 day period. After 30 days, their spells are lost.

Spellbooks can be copied over directly, but when trying to make one from memory, there stands a 10+9X% chance the spell is copied over incorrectly, and rendered unusable, with X being every 3 days since the original spellbook was studied. After 30 days, the spells are irreplacable.

Sorcerer's Wand: The wand is a tool of focus for the Mage. It is not mandatory for the person's spellcasting ability, but it helps when aiming them. Without the use of the wand, it is typically difficult to target one's spells in the heat of combat, amidst a swirling melee. The wand allows the caster to precast a tracer spell to ensure the target of the next spell cast. It is only a localized effect, however, and can be "dodged" out of.

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SPECIAL ABILITIES

Spontaneous Magic: Unlike a wizard, a mage doesn't have a set amount of preselected spells per day. They can cast any spell they know, as long as they have enough mana to do so. However, the spells still need to be reviewed from the mage's spellbook at the start of the day (but can be done so at any time thereafter).

Spellcaster In Training: Cecil is young and impetuous, and because of this, still had much to learn. He has a flat penalty of 20% chance (+ any further penalty from not reviewing his spells) to botch his highest level spells. The mana for these spells is still expended, however.

Cecil learns new spells through practice and discovery. After every major encounter, he picks up a new spell. He learns spells starting at 1st level, and working their way up to the highest level. Once he learns one of every level, he starts back at 1st level, learning a new spell of every level until he reaches a new one. So, after learning 4 1st level spells, 3 2nd level spells, 2 3rd level spells, he'll learn his first 4th level spell. Then, he will learn a new 1st level spell next, then a 2nd, until he gets all the way up to a 5th level spell, before a new cycle.

Mana: Mages have a pool of mana, equal to the number of spells they know. I.e., they gain 1 extra point of mana every time they learn a new spell. There is two ways to recover expended mana points: the first method recovers 1 mana point for every 5 minutes of rest/light activity; the second is from absorbing energy out of the air. Every time a spell is cast by another magic user within 30 feet of Cecil, he has a 50% chance of recovering a point of mana. Every time he is targetted by a spell by a another magic user within 30', he automatically recovers 1 point instead. This allows the mage to 'sustain' a magical conflict longer than a nonmagical one.

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Spells Known:

1st- (1 mana each)
CURE LIGHT WOUNDS - This spell heals small cuts and abrasions; is also used to stop bleeding.
DETECT MAGIC - For a limited duration, this spell allows the caster to track down and identify residual traces of cast magic, as well as current existing enchantments.
FEATHER FALL - When cast on a small group of persons or objects (max # = highest spell level), their next significant descent (over 10') is slowed to a gentle crawl.
ENLARGE PERSON - The target of the spell doubles in height, and gains a significant strength bonus, but a speed penalty. Equipment and gear changes accordingly. Lasts for (highest spell level) minutes.

2nd- (2 mana each)
CURE MODERATE WOUNDS - This spell heals significant gashes, and minor internal injuries (such as dislocated joints).
WEB - This spell fills an enclosed area with sticky spider webs that drastically hamper movement. It takes several feats of strength, a dedicated slashing weapon, or a source of flames to destroy the webs. They dissolve in (highest spell level) minutes.
CALM EMOTIONS - This spell puts the target into a sense of tranquility, preventing them from taking any strenuous or violent action. Lasts for (highest spell level) minutes or until provoked/attacked.

3rd- (3 mana each)
PROTECTION FROM ENERGY - When casting the spell, the caster chooses a type of elemental damage. The target recieves no damage from the next (highest spell level) number of attacks that deal that damage. Mixed attacks, such as flaming swords and so on, ignore only the elemental damage. Number can be ad hoc'd for particularly strong or weak attacks.
DISPEL MAGIC - This spell can remove existing low-level spells currently empowering a person or object. Any spell or ability of (1/2 highest spell level) level spell or equivilant in power is nullified.

4th- (4 mana each)
STONESKIN - When targeted by the spell, the target recieves no damage from the next (highest spell level) number of physical attacks. Mixed attacks, such as flaming swords and so on, ignore only the physical damage. Number can be ad hoc'd for particularly strong or weak attacks.
PostPosted: Tue Aug 21, 2007 1:06 pm


Name: Rose
Alias: Rose, Remnant Rose, Queen of Shadows
Race: True race unknown.
Age: True age unknown. Proportionate Age: 18
Height: 5'11''
Weight: 140
Eye Color: Dark crimson
Hair Color: Dark crimson
Gender: Female
Class: Spellcaster, Strategist, Elementalist
Alignment: Neutral
Patron Deity: None
Weapons/Armor/Equipment: Scythe of the Wraith, Full Plate of the Void, Shadow Ore (Polymorphic metal ore indigenous to Shadow Overworld), Zero Matter (Array of small, decorative marbles of varying size and color used for both attacks and defensive abilities. Each Zero Matter contains a seperate ability or element that was gathered from different sources throughout Rose's ventures. Zero Matter is created through the use of Rose's 'Void' skill. Rose can reuse Zero Matter, but others who cannot use voids are limited one use per Zero Matter.)
Skills:
Summoning- Rose has a massive variety of beasts and creatures that she can summon. Several of her summonings require the essenses of certain Zero Matter to be activated, but her favorite summonings derive of her own abilities. She was first able to summon creatures when she first enrolled in the Elemental Schools of Euphoria.
Void- A rift of emptiness created by a being that had escaped from the void of nonexistance. A void is similar to a black hole and, depending on its size, will devour a certain amount of physical and magical matter. A void is able to take in objects, energy, and gases such as oxygen and will not seal until it has satisfied its 'hunger'. When a void has sealed, it leaves behind a marble of compressed matter known as Zero Matter that can be used later as an accessory, a weapon or a shield, depending on the energy signal of what was contained in the void. Rose's Void skill is one of her least used in battle due to its dangerous properties, but it is used more often when it comes to collecting Zero Matter.)
Zero Matter- Rose currently owns Zero Matter for several abilities, such as the varying elements, as well as some more unique skills that were borrowed from the land of Euphoria. They can be used as attacks, as shields, or as accessories in both common and threatening situations.
Dimensega- Rose's newest ability. It allows her to transport between planes to help her avoid from danger as well as banish horrid dangers that could hurt her loved ones. It is her least favored and least used ability, only created to help her protect her students and friends when she protected them in Euphoria.
Abilities:
-Rose has a pair of wings that can open from within her back that can allow flight.
-Rose has keen eye sight due to her unique eye structure. Being used to live in complete darkness, Rose can see better at night, and best in complete darkness.
-Rose has a hightened mental ability that allows her to make helpful strategies for problems or to avoid them in the future.
-Rose has a distinct ability that allows her full manipulation and control over shadows allowing her to solidify them or move them. Rose can comunicate with and hear shadows since they comunicate to her on a telepathic level. Rose can use shadows to see things around herself, as well as things in the distance and on other planes where shadows are abundant. Rose can only use this ability to see things that are near the shadows and can see things most clearly when she is submerged in darkness or has her eyes closed. Her power over shadows is her greatest ability and is used most often.
-Due to a mechanism of shadow ore implanted in her heart, Rose has an immunity to light-based and lightning-based energy attacks, which is then processed and used to make shadows. (Isn't a natural ability but it is a perminent part of Rose since it stayed in her body to help keep her alive during a storyline that took place about a year ago).
-Due to an event that almost destroyed the Shadow Overworld where she initially resided, Rose now has a direct link to her home plane inside her, allowing her to pull out the newborn shadows through her own body, and furthering her own shadow-based capabilities.
-Rose's body can take on the properties of the shadows at will, allowing her to merge with shadows for a stealthy and effortless mode of transportation and the ability to stay hidden in the shadows. If shadows around her are eliminated while she is a shadow, she will be forcibly pushed into Shadow Overworld until she can find another shadow to return through.
Appearance:
Hair- Rose has long, blood-red hair that reaches the small of her back. Most of her hair hangs loose against her back with some single braids looping down to accent her face.
Eyes- Rose has dark, blood-red eyes that have a slight glow about them in the dark.
Features- Rose has soft, fair skin and full, crimson lips. She is tall, slim, and tone, with long limbs. Her nails are usually painted black or crimson and her lips are sometimes painted, but she usually wears no other make-up. She has a moderately-sized posterior and a large bosom, usually hidden beneath a scarf or behind a cloak or robe.
Clothing- Rose prefers to wear dark outfits, composing of a dress, a scarf and sometimes slippers, boots, a cloak, or a robe. Rose always has several Zero Matter marbles hanging throughout her braids, hanging as earrings and necklaces, and adorning her body as other methods of decoration along with several feathered plumages.
Personality: Rose is a very caring, very loving soul, who always chooses to give others the benefit of the doubt, holding others above herself. She is always trying to better herself, feeling that, despite all her efforts and her good needs, she is never good enough to be truly happy with herself. Rose is pessimistic towards herself but optimistic for others. She is insequre about herself and her actions in the eyes of others and trys hard to be worthy in others eyes. Rose is always trying to create or discover new abilities and techniques to help her in fights that might take place later on, but due to her more pacifistic nature she rarely uses them in battle unless it involves protecting someone she cares about. Rose refuses to use her stronger abilities dishonorably and will try to avoid being the cause of a person's death if at all possible. Rose is a very reasonable person when it comes to any types of arguements, but gets extremely offended when people belittle shadows, since to her, they are like her own children.
Brief History: (Will finish this later due to the complexity of her past. I would do it now but I have to finish packing for my big move tomorrow)

RemnantRose


Regnier Dehrvand

PostPosted: Mon Aug 27, 2007 9:20 pm


Name: Regnier Dehrvand
Alias: Reg, The Blinding Mage
Race: Miasma-Altered Keaton/ Angel
Age: Created at the Dawn of Time - Appears to be 34
Height: 5' 6"
Weight:140 pounds
Eye Color: Blue
Hair Color: White
Gender: Male
Class: Elementalist/Mage
Alignment: Good
Patron Deity: Himself
Weapons: The Great Lance of Souls - A special lance crafted by Regnier himself, it is made form a mixture of silver and mythril and has the ability to capture the souls of those killed, binding them to the lance for Regnier to call on for aid at any time he may choose. It is as tall as Regnier, and weighs close to fifty pounds for anyone but Regnier, thanks to some handy enchanting. It will only weigh a mere ten pounds , but the moment anyone else tries to touch it it will resume its normal weight, making it an inefficient combat weapon.
The Dimensional Phase Blade of the Elemental Gods - A special sword crafted by Regnier himself that allows him to create rifts to transport anything he may like to another location. the blade also acts as a power amplifier. It is an odd sight to see in all truth... the pale blue light it emanates seems to stretch father than a light of such weak strength should, and there seemed to be no blade, just a blue coating of transparent energy where a blade would be. There are flames too, green ones, and they seem to dance with a passion no other fire would, obviously carrying a deep magic within. The invisible blade is made from the purest fusion of Dimensional Ore and Orihalcum, as well as imbued with powerful enchantments that truly prove Regnier's skill at forging trade. The hilt is made from the same substance mixture as the blade, and is adorned with the highest quality gemstones one could hope for: Diamonds, Topazes, Sapphires, Rubies, Amethysts, and two that stand out from all the others, in center of the hilt on each side are two special specimens of one of the world's rarer gemstones... Rutiles. Their deep red, more of a crimson really, excels the beauty of a ruby tenfold and had a depth to it that most eyes could not avert their eyes from. Each of the two rutiles are about the size of a golf-ball, but are specially cut to fit into the hilt's slots perfectly, leaving no room for them to fall out. The sword is about two meters long from blade tip to hilt bottom, though is incredibly light to Regnier only, anyone else who might try and touch the blade would cause it to suddenly weigh close to three-hundred pounds, as much as it should weigh. Regnier knows his enchantments well, and he is not going to take the protection of this sword lightly. The rutiles not only allowed seriously powerful enchantments to reside in the blade, they also prevent Acerbus from using something called Anti-Sigil on it, a spell that takes the caster's and the target's weapons until the caster calls the weapons back. The dimensional Phase Blade is safe from such a fate, after long and intense hours of experimenting with such magics.
Armor/Equipment:Armor of the Velvet Angel - A special st of magical plate mail given to Regnier upon acquiring his title of Velvet Angel. The armor is incredibly light, weighing in at a mere fifteen pounds. This allows him to move quite freely when wearing it, as well as granting him its protection. The magical properties of the armor give it a simmering golden color that amplifies the intensity of light by three times, creating the effect that he is radiating strong amounts of light. It also instantly reflects any bolts or arrows from crossbows or bows unless they are magically imbued with heavy amounts of magic themselves.
(Another one pending... I've not enough time to write out the stats for it.)
Skills: Smithing, Inventing, Singing
Abilities: Elemental Mastery of Time and Velveted Light, Miasmal Energy Manipulation, Core Energy Manipulation, Ignus Element Manipulation, Keatonic Will, Blessed Fury
Appearance: Regnier
Personality: Regnier is a kind man, never wanting to do more harm than has to be done. He is commonly known in his homeland for being a man of protection and guarding, watching closely over those he cares for. Many a time he has been engaged in a fight however, and though he is kind, he fights with a passion like none that has ever been experienced. He can be hotheaded and even blunt at times, but most are able to tell that though he may come off as a cocky and arrogant person, he is truly not that and is the nice man he truly is.
Brief History:As the former God of Time of Euphoria, Regnier has had many an experience. He retired from his post at the Elemental Schools because he felt guilty that he was not around enough to have any real impact on the students there. This is his story...

Keatons are a magical race of fox-like men and women who live in forests, they were the first, and legends say they will be the last. The capitol of the Keaton's forest country was named Gaea, for the Earth they lived on. Regnier was spawned at the beginning of Time, along with other Keatons, but he was destined for more than mere existence, it was his role in the universe to be the God of Time, to be a leader. His "father," Xendweig (pronounced Zen-veeg) was taken away to fight in a war when Regnier was only twelve, and to occupy his spare time, he took up the art of Keatonic Will, the only form of magic Keatons can use. Over the years Regnier excelled, and when they received a visit by a military official to report his father's death, it only intensified Regnier's will to train. His "mother," Amalthea, was proud of her son's achievements, but his "brother" Richard was jealous at how much his mother loved Regnier. He had grown up in Regnier's shadow, and Richard was unstable to begin with, so this was a recipe for family disaster. Richard murdered their mother brutally by means of decapitation, and laughed when her blood bathed him in a shower of crimson liquid. Regnier was horrified at the incident, but could not find it within himself to kill his brother, so he banished him to a place known as the Dark Side of Heaven, a place where evil men are sent to maintain the beauty the Heavens always portray. Regnier mourned his mother's death for years, but after so long, he finally had achieved his goal, to master Keatonic Will, but Regnier's troubles were nowhere near finished...

Regnier was bitten by a vampire, and was forced to drink his blood or die, Regnier chose life, in a sense, because when Regnier drank the blood, the Divinity inside him rejected it, and caused Regnier to lose his mind, creating a monster. From the day that happened until the day he was nearly purified, Regnier was known as the Ripper because of the violent way he would feed, tearing the body to shreds whenever he would bite, leaving a mutilated corpse far beyond recognition. A wandering priest known as Thalmus found Regnier while feeding and stunned him with a Holy Bolt. Thalmus took Regnier to a nearby ruins site and began a slow and torturous purification process known as Scarring, due to the binding and leaving of the vampire to burn from the cross affixed to their chest. However, Regnier as lucky and came to his senses whilst being burnt by the cross and used Keatonic Will to free himself, and escape death. He began a ritual to remove the Vampiric blood in him so he could walk in the daylight once more, and afterwards, was himself again.

Regnier settled in a deserted island where castaways frequently washed up on shore, and set up a clinic where he could help those poor souls who were lost. He had found a new goal, to help those on the island. But one day, his future wife washed ashore, and they clicked instantly. Siew Ying, Demoness of Hell. He created for them a special glade where they could relax and build a home on the island they had both grown so fond of. Time passed, and Regnier took up inventing, creating a machine that took raw magical energy, miasma, and infused it into the person attached, hence making them a magical creature. Regnier used it often, and managed to convince Siew to try it as well, but all "Hell" broke loose upon doing so. Ama, the b***h Queen of Hell had been bonded to Siew for nearly all her life, but the machine aggravated her and brought her out, making Siew an Avatar of her spirit. Regnier fought Ama and forced her back into Hell, freeing Siew, but he had to sacrifice his left arm to do so, but not even that could slow him down. Regnier built another machine, one that could fix broken people, and recreate limbs. After using the machine, he had restored himself to full capacity, and managed to master a new form of magic, Druid Magic.

Regnier grew bored of the island and found a new place to live, The Elemental Schools of Euphoria. Here, students could come from far and wide to master any of ten Elements; Fire, Water, Ice, Air, Darkness, Light, Time, Thunder, Earth, and Lightning. Regnier studied Time at first, but quickly excelled, outperforming all his peers and soon achieving the rank God of Time, fulfilling a cosmic prophecy. He also studied Light afterwards, and once again excelled, becoming a potent wielder of the two Elements. Regnier and Siew soon had their first child, a boy named Julian Dehrvand, but of course, Julian was no ordinary child. Julian was part of a genetic key to open the Gates of Hell and spew forth the demons to end all existence. The other half was a girl named Sin who Julian came to love, but later found out was all a plot to open Hell's Gates. Regnier and Rose, the current Goddess of Time, helped him fight this, and he managed to suppress the evil inside him and assumed control of Hell itself, to prevent any further chaos, and thus changing his name to Lucifer. Regnier and Siew had their second and final child, Sherily Dehrvand. Sherily was not born through conventional means, and had to be cut out of Siew's womb by a special Dark Conjure, which made Sherily a dexterously gifted child. Regnier's family was done expanding at last, and they settled down in Euphoria for all time. Yet still, the family's trouble was not over with...

Regnier's brother Richard had managed to break free from the Dark Side of Heaven, and he came after Regnier and his family, aiming to kill them all. His service had strengthened him considerably, although his magical prowess was no match for that of Regnier's, and Richard's attempt on his family's life gave Regnier the strength to kill him the same way their mother died, decapitation. He began to shrink away from everyone, not wanting any contact with the outside world, he merely stayed in his protected office until Siew managed to convince him to come outside again and be a part of the community they cared so much about. But shortly thereafter, Siew and Sherily moved elsewhere, though after a short amount of time were murdered brutally, which the only person left with him was Lucifer, his firstborn. Regnier was so grieved that he decided to resign his post as God of Time and hold a tournament to help decide who would be the next Leader of the Time School. Lucifer, Rose, and even Regnier's friends Matt and Haru entered the tournament, but Rose emerged victorious over Lucifer in the final round with a ground shattering performance, thus making her the new Goddess of Time, leaving Regnier much leisure time.

Regnier took up the search for a set of Tomes known collectively as the Velvet Sun. These books would dramatically enhance the skills of anyone who studied from them, as well as allowing the Angelic promotion of Velvet Angel to any angels who studied the tomes. Regnier found a way to become an angel through doing odd tasks for the Heavens, and shot up in the ranks to become the ninth of the Velvet Angel squad. He has only managed to find two of the series of seven Tomes, but he's hot on the trail of the third, meaning another upgrade for him.
PostPosted: Sun Nov 04, 2007 3:45 pm


Name:Hitokiri Takasugi
Alias:Hito
Race:Half Human Half Demon
Age: 19
Height: 5'7"
Weight: 175
Eye Color:Brown
Hair Color:Black
Gender:Male
Class:Fighter/assassin/Minor mage
Alignment:Neutral
Patron Deity: None
Weapons/Armor/Equipment: A katana and a wakazashi. No armor and whatever equipment the job requires.
Skills: He was trained as a warrior from a young age. he is proficient with most weapons and unarmed combat.

Abilities: His demonic blood gives him control over fire, shadows and minor illusion abilities further enhanced by his martial arts skills.

Appearance: Hito stands at 5'7". his hair is a bit long for a man and is generally unruly and messy. His eyes are a soft brown color and are kind. However should you anger him or awake the demon within him, they turn a blood red color and harden immediately. He wears a red buttondown shirt and plain black pants and black boots. His katana remains at his side at all times and his wakazashi strapped to the small of his back. Both have plain black sheathes and the blades themselves are not flashy but they do the trick.

Personality: He is usually quiet and aloof when around strangers, but a familiar face will warm his personality up right away. It usually takes quite a bit to rile him up, but once he is angry, he will cause trouble as anger causes the demon Dante to awake and take over his body. Occasionally Dante rises during heated combat. He is also afraid of anything more than a friendship. Though he has always wanted love in his life, he fears it because of past trauma.

Brief History: he was born in a small village in the mountains. Since the village didn't have any military or police, it was up to the peasants to protect themselves. He was born of a single mother and a demon, as he later found out. He was trained as a warrior for years until he accidentally killed his training partner one day during a sparring session. From there his parentage was brought into the spotlight and he was run out of town. The villagers ended up killing his mother in pursuit. He hid out in a few houses but never stayed for long. By the time he was 13, he had traveled a great distance and made it into the city where someone from the local mafia noticed his talents with a blade and employed him as an assassin. He didn't enjoy the work, but he stuck with it until he eventually couldn't take it anymore. He left the mafia and continued to wander until he eventually stumbled upon the gates of the Dark Sakura Guild where he friended the inhabitants within, especially one girl Rica as they pledged to one another to be brother and sister. After a while he felt as though Dante posed too much of a threat to the DSG and Rica in particular. He left and went into hiding for a couple years as he tried to gain control over the demon.

Hitokiri Takasugi


Fools-The-Reaper

PostPosted: Thu May 29, 2008 4:25 pm


Alias: Matthew Rice
Name: Fools-The-Reaper
Race: Nuwisha (read: Werecoyote)
Breed: Homid (read: Humanborn)
Auspice: Ragabash
Totem: Xochipilli (Lesser totem: Ptah)
Age: Late twenties (read: In apperance)
Appearance: For all intents and purposes, he looks human. And a scruffy-looking one at that, with mixed hispanic and white heritage. No matter how much time passes since his last shave (be it seconds or months), he always looks like he's gone about 2 days without shaving. His hair is more often than not matted with dirt, and his clothes are usually second-hand gifts. Despite all this, he appears unusually healthy, like he's never been sick a day in his life.
Text Color:Tomato

Attributes

Fools is not much to look at. His physical strength is weak, and he's not really that attractive either. But looks can be deceiving. He can be extremely dexterous, and for someone so scrawny, he can sure take a hit. He has the look of someone oblivious to his surroundings, but it always seems like he knows what is going on. More than he should know...

Talents

Not one that likes violence, Fools tends to get into a lot of fights. He has no real "fighting style" per se, but whenever he is involved in combat, he is more concerned with avoiding getting hurt than making other people hurt too. Unusually athletic and nimble, he will usually feint and dodge before throwing a blow, letting his foe tire themselves out.

Skills

Fools is not trained in many different walks of life, so he can generally be described as "unskilled". Still, he is fairly proficient with firearms, and knows a bit of hands-on practical tricks. Above all things though, he seems very well adapted at surviving, even against all odds.

Knowledges

Not having spent a single day in a school, Fools is rather... uneducated. Any knowledges he's developed over the years, is things he picked up on the streets from snooping around. He knows quite a bit about criminal activity from spending so much time on the streets, but even more about secret occult activities, from what he's learned from what lies beyond the streets. Needless to say, his most useful ability is knowing what to snoop around and look for when he needs to find something.

Backgrounds

Fools has met all sorts of walks of life during his time wandering the streets of numerous cities, and has always extended a helping hand to those who needed it. As is, he's made many friends and allies, and can usually count on them if he was ever in a pinch.

Besides that, his other backgrounds are what he's developed behind the scenes as a Nuwisha; A handful of rituals and rites he learned; his connection with his totem spirit; and his magical gifts he's found and acquisitioned to aid in defense of Mother Gaia.

Renown
Ferocity: 2/10
Humor: 6/10
Cunning: 5/10
Rank: 3
Exp: 0

Stats
Gnosis: 7/8 points
Willpower: 3/5 points
Rage: None! Bwahaha!

Health Levels
Healthy (no penalty)
Bruised (no penalty)
Hurt (slight penalty)
Injured (slight penalty)
Wounded (moderate penalty)
Mauled (moderate penalty)
Crippled (massive penalty)
Incapacitated (cannot act)
Dead (dead)

As Nuwisha, Fools-The-Reaper is resilient to most damage types. Bashing (usually blunt and bludgeoning damage) and Lethal (usually deadly weapons like swords and bullets) heal at a rate of 1 health level per turn. During stressful times, like in combat, there is about a 25% chance of healing a damage level per round of combat. If in critical condition, they only heal at a rate of 1 level per day at full rest, however.

Certain forms of damage would be considered "aggrivated damage", and can only be healed at a rate of 1 level a day at full rest, in a form other than the character's breed form. Unlike werewolves, Nuwisha do not take aggrivated damage from silver.

As a Nuwisha, Fools has a decent chance of soaking damage, shrugging thigns off as just a "flesh wound". In any form, Fools can soak bashing damage about 50% of the time, but can only soak lethal and aggrivated damage at the same rate in any other form but his breed form.

By being a following of Xochipilli, Fools gets a much higher chance (90%) of soaking damage while engaging in outrageous stunts or actions that would normally be deemed "suicidal". This does not grant them immunity to damage in such events; just the likelihood of them living to tell the tale, after a nice long hospital stay.

Merits and Flaws

"Umbral Affinity" - A supernatural merit, that makes it easier for a Nuwisha to more easily access the Umbra, the realm between realms. The difficulty of trying to access this place is reduced by 2 (the difficulty is determined by how close to a caern, or location of high spiritual energy, the Nuwisha is). A reflective surface is still needed, however.

"Overly Curious" - A psychological flaw, that requires the Nuwisha in question to make a willpower test to go investigate mysteries should they arise. Generally, the more trouble it seems, the easier it is to ignore; however, once started, the Nuwisha must see it through. Sometimes the simplest puzzles turn out to be epic adventures.

Rites

Rite of Dansing - The rite that allows the Nuwisha to be accepted to visit the Umbra and the stars, and have access to the Umbral Danser gifts, typically used to defend said Umbra and stars.

Rite of Talisman Dedication - By dedicating an item or article of clothing, it becomes "one" with the changer. When shifting forms, the item "fades" into them if willed to do so, so it is not lost. All of Fools's items are Dedicated to himself.

Gifts

"Scent of Running Water" - A gift that is always active, and can be turned on and off at will. At the user's discretion, they can mystically hide their scent, making them much more difficult to track by scent alone.

"Master of Fire" - By spending a gnosis trait, the user of this gift heals Fire damage as if it were bashing damage. This gift lasts for either the rest of the scene, or for one hour, whichever is longer.

"Persuasion" - This gift allows the user to become more persuasive, making his statements and arguments seemingly more credible and meaningful. (System: Charisma + Subterfuge, difficulty 6; 1 success needed, 3 for complete success). This gift lasts for the rest of the scene.

"Open Seal" - This gift can be used to force open any sort of closed or locked physical device. No gnosis needs to be spent to use, but a gnosis roll against the area's local Gauntlet rating (the proximity to the nearest landmark of spiritual energy) is required.

"Blur of the Milky Eye" - This makes the gift's user much more difficult to percieve with natural, unmagical vision. They are blurry and tend to blend it to their surroundings, and generally aren't noticed until they make themselves visible by interacting with the environment. Once noticed, they remain noticed until they can escape notice or the viewer is otherwise distracted for a moment. The user is not invisible, but simply much harder to percieve, like a chameleon. (System: Manipulation + Stealth, difficulty 8; 1 success needed, 3 for complete success).

"Bad Joke" - This gift allows the Nuwisha to use a bit of inspired humor or logic to escape bad situations. First, a joke, riddle, or pun must be said in character, then, in the gift succeeds, the target cannot help but laugh uncontrollably (or stands there, bewildered and confused in cases of riddles) until the Nuwisha can escape. Attacking, or even interacting, with the target automatically cancels the gift. It can be used on more than one target at a time, though each must be tested against normally. Animals, spirits, or creatures wholly consumed by the Wyrm cannot be targetted. (System: Roll Charisma + Expression, difficulty is based on the target's Wits + Empathy).

"Swollen Tongue" - This gift has the ability to swell up the target's tongue, making speech impossible. These effects last for the rest of the scene. (System: Touch the target, and make a Gnosis roll vs the target's Willpower; 1 success will inhibit speech, while 3 or more will make even sign language impossible by causing their hands to tremble whenever they try.)

"Rabbit Run" - By spending a gnosis trait, the user's running speed is doubled for the entire scene.

"Jam Technology" - This gift is a mischevious one, that allows the spirits inhabiting a device to cease functioning. Computers will fail to function; guns won't be able to fire; even sharp objects will lose their ability to cut things. The more complex the device, the easier it is to disable since more can go wrong with it. The device remains unchanged, but becomes inert. (System: Spend a gnosis, and declare the level of difficulty you are trying to jam the technology of; all objects of that difficulty or lower cease functioning for one turn per success. Roll Manipulation + Repair against the following sample difficulties: Computers (4), Phones (6), Automobiles (8 ), Guns (9), Knives (10).)

"Taking the Forgotten" - When using this gift, the user can steal an object from its owner, and they will instantly forget ever possessing it in the first place. (System: Roll Wits + Stealth, the difficulty is the target's Intelligence + Streetwise).

"Dance of Dionysis" - The target of this gift becomes uncoordinated and extremely dizzy; their vision blurs, their ears ring, and bystanders would normally believe that they are drunk. Speech is unaffected and reasoning is possible, but all physical activities are much harder to accomplish; these effects last for one turn. (System: Touch the opponent, spend 1 gnosis point and 1 willpower point.)

"Possum's Wisdom" - This gift allows the Nuwisha to feign the apperance of death; by spending a gnosis point, the pulse stops, blinking ceases, skin turns cold, and breathing is nonexistant. Even supernatural senses have a great difficulty learning that this is but an illusion, though powers to percieve auras or vitality of a target can pierce it. This lasts for up to one scene, and afterwards, the Nuwisha must find some hot food and stretch their tensed muscles. They cannot use any other Gifts during the ruse, and any voluntary movement of any kind dispels the illusion immediately.

"Umbral Map" - This gift allows the Nuwisha to locate any part of the Umbra, or even a specific entity within the Umbra, a normally nigh-infinite void. (System: Roll gnosis vs varying difficulties (7 if they've never been there before; 6 if they have; 5 if they frequent the area). One success pinpoints their own location, 2 helps him get his bearings on which way gets him to his destinations, and 3 helps them get a feel as to where a target is within the Umbra. With 5 or more successes, a target's exact location can be pinpointed.

"Push" - By using this Gift, the Nuwisha can jaunt another being into the Umbra, even unwillingly. (System: Make a gnosis roll versus the target's willpower, and expend one Gnosis point. The target appears in the Penumbra, the Umbral location closes to Earth/Gaia.)

Coyote's Blessings

"Trickster's Blessing" - This trick allows a Nuwisha to call Fair Escape to any bad situation. They seemingly magically escape from the situation, usually via comically means, such as hiding behind a lamp post or running over empty space beyond the edge of a cliff, or even disappear into "thin air" (i.e. the Umbra). However, this gift only works every once in a great while, and Coyote usually demands some great service in exchange for this ability, and if used too often, the Nuwisha will find it fails to work for them when they need it most.

"Coyote's Many Skins" - Unlike werewolves, who's transformations can either take a few moments, or be instantaneous while being a painful experience, Nuwisha can shapechange rather effortlessly. They are more familiar with their forms, and take half as long without any penalty than other changing breeds can.

"Luna's Cold Shoulder" - Due to the offense Coyote made against Luna long ago, she did not grace Nuwisha with the same gift of Rage that she did to the werewolves; as such, Nuwisha have no inner ferocity they can call upon to aid them in combat. However, this also grants them immunity to the extra damage silver weapons and items tend to do to werewolves.

"Coyote's Folly" - As is the case with most tricksters, Coyote's children have a difficulty stopping a prank once it's already started. Because of this, a Nuwisha must spend a willpower point to avoid following through on a prank they already started; likewise, they have to spend a willpower point to avoid trying to one-up anyone who successfully dupes them.

"Jester's Reputation" - When dealing with other shapechangers, such as werewolves, Nuwisha are seen as "untrustworthy" in their eyes once the Nuwisha's true nature is learned. Most other creatures do not have the same shared history with Nuwisha and do not gain this benefit, even when learning the true nature of the character.

Equipment

"Mundane Gear" - Clothes, hobo-esque longcoat, combat knife, pants (possibly), dog tags (reading "Beware of Dog" upon closer examination), pocket lint, Scooby Snacks in a ziploc bag (for snacking!), batteries, a double-headed quarter, 2 paper clips, a healthy supply of toothpicks, an extra sock (?!).

"Gunn, the Revolver Who Couldn't" - Designed as an S&W .38 special, this firearm is actually a magic item, and a sentient one at that, who can communicate telepathically with its current wielder. It never runs out of ammo, and can perform incredible, practically impossible feats of accuracy. Since it is 'magic', it can even do things like shoot spells out of the air and damage spirits. However, there is a catch; Gunn outright refuses to fire a shot that would cause harm to a living creature. (Note: The ground is not "a living creature", and plants are incapable of feeling pain, though Gunn won't fire if one is specifically using him to shoot at flora).

"Acme Bag of Tricks" - A magical bag that is halfway betwen a bag of holding and a bag of tricks. Rather small in size, tools with magical properties can be drawn out of it. The tools last only 5 minutes out of the bag before fading away, and only 1 of any such tool can exist at a time. Only 5 items can be drawn from this bag in a 24-hour period. The item must be visualized with all its characteristics by the person using it, so unless the person knows exactly what they are trying to pull out of it, it might refuse to work for them.

Known "Acme" items include, but are not limited to, the following objects:
- A giant squeaky mallet. Its as lightweight as one would expect a giant squeaky mallet would weigh, and makes a proportionate 'SQUEAK' noise when used; for all other purposes, such as damage, it is in fact a giant mallet.
- An extending cane. This cane works just like a normal one would, except when something is hooked by it. No matter how heavy or strong the target is, it can be yanked away by the cane effortlessly. The cane is normal-lengthed at first, but extends as far as possible to reach the target, at a rather slow pace.
- A magic palette and brush. This can be used to paint a single object or scene into any flat surface at an astonishing rate (it is fueled by imagination!). Upon completion, the painted object or scene becomes real; however, the painting fades after the 5 minute duration.
- Portable hole. A hole can be pulled out of the bag, and used to create a new passageway between walls, ceilings, or floors. It is 3' in diameter. It is only moveable by the person who drew it, though anyone can use it to travel through. It only creates passages through surfaces 3' thick or less.
- A bunch of bananas. The bananas themselves are mundane, but their peels are magical. They are foot-seeking banana peels. When placed on a flat surface, a peel automatically homes in on the nearest set of footfalls besides those of the person who drew it within 5', sliding across the surface to intercept. No matter how fast the target is, as long as they are travelling across ground, the banana peel is fast enough to intercept without notice. Once used, a single peel no longer homes in on any targets (but still exist, and can be slipped on naturally). There are 8 bananas in a bunch.
- Wand and tophat. Upon waving the wand around and tapping upon the brim of the tophat, the user can draw from it any relatively small-sized object from anywhere within 100', teleporting it to the hat. The object does not have to be within line of sight, but the exact location must be known (and static at the time). Any relatively small-sized objects placed within the hat and activated by the wand are relocated to a destination within 100' of the user. The location does not have to be directly in line of sight, but the exact location must be known (and static at the time). Alternatively, this hat can be used to pull out any number of rabbits, but they fade away with the hat after 5 minutes have passed.
- Roller skates. Upon being strapped to the user's feet, and the user takes a standing crouching position with clenched fists, rockets magically appear on the sides of the rocket and ignite a second later. They only cease functioning once the user either grabs something not normally on his person, lands against a flat surface, or 5 minutes have passed. Good luck with that first one.
- Tiny umbrella. The size of the canopy of this item is about half the diameter of a normal umbrella. However, anything striking the outside surface of the canopy is automatically stopped; it is impervious to damage or force. While making for a decent shield against a single incoming blow, it fails rather miserably against Area of Effect attacks and spells.
- Oversized butterfly net. The entire net itself, lining and all, is indestructable and impervious to magic. However, it does not prevent anyone or anything captured from trying to act within it or escape it, as if it were a regular butterfly net.
- Rubber ducky. This ducky is rather harmless, and can't do any fancy tricks of its own. However, if ever squeeked by anyone but the person who drew it, they cannot put it down and become obsessed with squeeking it, unwilling to part with it, but still able to defend themselves (and their ducky) normally. Anyone within earshot that is not the person who drew it become fascinated with the ducky, and more fascinated the more they hear it squeek, until they desire to possess it themselves at any cost. This effect ends after the 5-minute duration, and all desires and obsessions instantly fade, though the memories of what happened between people do not.
- Bucket o' glue. Comes with its own brush; any surface that is covered with this glue becomes instantly sticky, and remains so for the duration of the item. Incredible feats of strength can break free from the glue, though generally, it would break the surface the glue is attached to before it would break the glue. After the duration expires, the glue fades away, and anything stuck together is instantly freed.
- Anvil. Can only be drawn from an elevated position (within 5' of an area with at least a 25' drop).
- Three red balloons. Not exceptionally resilient, these balloons allow the wielder to travel upwards, able to support up to 1000 lbs of weight. If only two balloons remain, they can hold up to 300 lbs. and still float upwards. If only one balloon remains, it can hold up to 100 lbs and still float upwards. If the weight limit is exceeded, up to 200% the carrying capacity, they will allow the individual to gradually float downwards. Any more than that, and the balloons do not work until the load is lightened.
-Moonshine Pie. A pie that causes blindness. It only works when it comes into contact with a person's face, though. Otherwise, it tastes like banana cream pie with a zangy tang taste to it. This effect lasts for 5 minutes, when all nonconsumed pie disappears.
-Seltzer Water Bottle. It looks like a regular spray bottle of seltzer water. Except it sprays with the force of a firehose. And is bottomless. Don't drink directly from it.
-Folding Trampoline. When drawn from the bag, it is 1/16th its final size. Upon its release, it unfolds to a regular sized trampoline, with an extra-durable mat. When a subject lands upon it, it springs them back up without dealing any harm to the subject whatsoever, no matter how massive, as long as it can fit on the mat itself. However, it springs them back up to a height twice as far as the distance they fell. If released from an elevated position, it falls slightly faster than what gravity would normally allow, and always lands "butter side up".
-Ninja Pen. This appears to be a normal ball-point pen, with black ink. However, it has both disappearing, and appearing, ink. When clicking out the point, it first writes with appearing ink; any messages written down appear 10 minutes afterwards, even if the user is not present. A second click will retract the point, while a third returns it with disappearing ink. Anything written will disappear after 10 minutes. A fourth click once again retracts, and a fifth returns to appearing ink. There is no way to detect hidden ink without the use of magic designed for such things (such as 'Detect Magic', and so on).
PostPosted: Sun Jan 25, 2009 8:47 am


Name:Nefer du Mond
Alias:petit
Race:Human
Age:17
Height:1.57 mts
Weight:60 kg
Eye Color:light brown
Hair Color:white
Gender:female
Class:Bard
Alignment:legal
Patron Deity:Obad hai
Weapons/Armor/Equipment:
Skills:
Abilities:
Appearance:
Personality:Naive,kind,a little clumsy, like to aid ohers.. but she cant forgive easily to the people who betray her.
Brief History:Nefer du mond was a Child raised by a traveller monk, who teach her in the arts (music,sculpting, writing and drawing), the enchanting to the nature spirits, and a basic herbolary treatment.
In fact Nefer was an abandoned child of a hunter, she was hardly triying to survive alone in the forest triying to be a hunter and survive to the law of the most strong.
a few moths later a monk was traveling near there and found her when she was hunting a jabali. And found that she was a little transtorned, triying to make her knew again the ways of the humanity he decided to raise her.

... ( OFR:ill continue but i need to go to a course im taking n__nU)

Mavet

Dedicated Werewolf

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DramaticWish

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PostPosted: Sun May 31, 2009 2:16 pm


User Image
Full Name:
Cassidy De Sequoya
Short Name:
Cass
Race:
Angel Of Death
Age:
2,000 years old but looks like she's 18/19
Height:
5'5"
Weight:
110 lbs.
Occupation/Class:
Fighter, Kind of like the grim reaper, Traveler, Head Counsel lady of Hell
Color:
Bolded Dark Red
Alignment:
Pure Evil
Description:
This fury filled girl has been driven insane by the sight of blood her whole life, though that doesn’t keep her from being some what nice. She can be fun to be around and yet cold at the same time. Cass has constant mood swings and the fact she is a killer, makes them more deadly.
History:
Things always change. Mainly for the better, but there are always moments you could look back on and wonder, with hindsight, that maybe if another path had been taken, if there might be nothing to regret...
Cassidy was born at the ruins of Holy Coast, There was only one thing that could have caused the damage and destruction; clear even from where she had once stood. Her, the only one could have been her. Moreover, she had been determined to crush everyone within the Ruins before they knew what was happening – never mind before they could react either defensively or offensively. She didn’t want to think how many had perished – although part of her mind was calculation how many deaths she had caused. She stood there over looking the ruins everyday since she could walk.
Unfortunately – for her mind was morbidly disapproving as it let the sight of all ones that have died taint her brain as it counted the dead. Add to that the almost too coincidental timing of the rank evaluation. Plus Cass had blatantly demonstrated her intentions were hostile.
This has been her home for her whole childhood, but she grew sick of it. Wanting to never think of the place again, she broke out of the pull that kept her there and walked away. That didn’t stop it, -the killing at least- she hunts every day and she had become a counsel lady of hell.

Armor:
Glass Steel:Made by the avariels and sun elves in an alehemical process requiring extensive knowledge of both metallurgy and glassblowing, glassteel combines strength beyond iron with the transparency of glass. Mostly used as a building material in fantastic castles, glassteel can also be fashioned into weapons and armor. Glassteel is stronger and lighter than iron but is fantastically expensive.
Just as does adamantine, glassteel grants a nonmagical enhancement bonus to weapons and armor made with it. And like mithral, glassteel armor counts as one category lighter (although light armor is still light), spell failure bhance is decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are decreased by 3. Nonweapon and nonarmor items made of glassteel weigh half what they otherwise would.
Glassteel weapons and armor are hard to spot at a distance (-4 penalty on Spot checks), but just because armor is transparent doesn't mean that the person underneath the armor is likewise concealed. In combat, glassteel's transparency is mostly a decorative curiosity rather than a tactical advantage.
Glassteel has a hardness of 20 and 40 hit points per inch of thickness. Weapons and armor fashioned from glassteel are treated as masterwork items with regard to creation times, but the masterwork quality does not affect the enhancement bonus of weapons nor the armor check penalty of armor.

Weapons:
Scythe
While it resembles the standard farm implement of the same name, this scythe is balanced and strengthened for war. The design of the scythe focuses tremendous force on the sharp point as well as allowing devastating slashes with the blade edge.
Sharrash, Talenta
Developed by the halflings of EBBERON's Talenta Plains, this weapon consists of a long curved blade mounted at the end of a long pole. A Talenta sharrash has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.
Due to its curved blade, you can use a Talenta sharrash to make trip attacks. If you are tripped during your own trip attempt, you can drop the Talenta sharrash to avoid being tripped.

Abilities:
Memorize: You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can't memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don't recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You, always retain this information; however, you can recall it only with another successful Autohypnosis check.
Resist Fear: In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your autohypnosis check meets or beats the DC for the feat effect, you shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect.
Tolerate Poison: You can choose to substitute an Autohypnosis check for a saving throw against any standard poison's secondary damage or effect. This skill has no effect on the initial saving throw against poison
.
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