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A fantasy strategy game where almost anything can happen. We are starting again and are accepting new characters! 

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Miss Fruit Loops
Captain

Dangerous Cutesmasher

12,300 Points
  • Megathread 100
  • The Perfect Setup 150
  • Ultimate Player 200
PostPosted: Tue Nov 22, 2011 6:48 pm


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The Profile Thread


Welcome to the profile thread! =3

Here is where you are to post your character profiles, once accepted by a staff member. If you have not been given the OK by a staff member, post your profile in the 'Creating Your Character' thread. There, staff members will look over your character and give you a yea or nay.

Below is a copy of the race list for reference when looking at profiles. Just so you don't have to go searching for it when you ask yourself, "What was that again?"

I have also included a place for NPC character profiles to hang out. NPC stands for Non-playable character. Anyone can create an npc, and anyone can control an npc. They belong to no one and everyone. If you want to make one of these guys, you don't have to fill out a whole 'nother skeleton. Just some basic info, a picture, and a name is good enough. Please submit npc's in the 'Creating Your Character' thread, just like another character.

PostPosted: Tue Nov 22, 2011 6:54 pm


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The Races


Alan: Half bird, half human. They look like a normal person, but with large wings. They come in many different patterns and colors. The Alan’s typically live in tribes high up in mountain ranges. These are a proud race. They often carry bows as weapons and almost always strike from above.
Limitations: Their wings are useless in environments without open space.

Bloody-Bones: Also sometimes known as “Water Bogeymen”, they are undead creatures that are found around bodies of water. Though usually human in appearance, their lower half tends to be nothing but bone while as the body trails up, flesh and organs reform till you reach full flesh at around the torso up. As such, gender is usually considered useless due to the lack of sexual organs. This also means that Bloody-Bones are not born but created. This process involves taking a child under the age of three, ending their life through drowning, and then enchanting a spell to bring the child back as a Bloody-Bones (thus why they are often associated in the whisking away of children). This enchantment which is ingrained in the mind of all Bloody-Bones upon creation is called An Mian Marbh, has also been known as the “zombie summons” due to the enchanment being capable of being used by others though when not used by a Bloody-Bones, it tends to create a mindless creature seen as an abomination, even to Bloody Bones. One can tell when a Bloody-Bones is nearby, specifically elder ones, as they emit a “shroud” that tends to give the environment around them in a certian radius a “dead” or “lifeless” quality that is often very dark. It is warned never to stay in this radius for a long time. Though the area itself is perectly harmless, many dark creatures that survive best in this environment have been found to always live around Bloody-Bones in order to travel easily and can attack anyone who wonders for too long around Bloody-Bones. It is also suggested that one does not drink water often used as creation grounds for Bloody-Bones, as what blood they do emit is extremely toxic and can have volatile consequences. This is easy to tell as usually the water is unnaturally dark but very clear. Thankfully water can be purified with any holy item and be made drinkable until it has been tainted again. Only large bodies of water, like massive lakes, are too big for their blood to fully taint it. They are also very hard to kill due to already being dead, and cutting their limbs or head off will do nothing to kill it.
Limitations: Dangerous as they may sound, Bloody-Bones are very docile creatures who prefer non-violence. It is rare to find a Bloody-Bones who wishes to harm others for actual malicious intent. They also are very fragile in the sense that, though near unkillable they can be taken apart easily and have little to no damaging attack. Really they are utter pacificts and are not dangerous directly. Holy water and other holy relics (crosses, white magic) can also be harmful to them. The best method to kill a Bloody-Bones is to simple dry one out. Fire is the quickest method, however one can also kill it by holding it away from water for a period of one week if they cannot cast fire magic or light one ablaze.

Bogmen: Often confused as “Bogeymen” for their very similar titles, Bogmen are beings born from swamps and bogs and tend to be a balance of water and plant manipulators. Often they look very human, however their skin tends to be very moist and moss often grows on their body, as well as the occasional mushroom though this is extremely rare. They are also one of the view mobile beings who can survive alone off of water and sunlight. As their title states, their race only consists of men so there is no such thing as a female Bogman.
Limitations: Fire is very deadly to them, extremely so actually. They are also sensitive to cold and cannot survive without obtaining sunlight and water at least once a day.

Centaur: Half horse and half man. The centaurs are also proud. They are strong warriors and are trained in combat at an early age.
Limitations: Size is an issue in a lot of situations. They tend to sink in mushy ground and cannot move quickly in an area with many obstacles.

Chimera: Said to have once been very animalistic humans, these beings are a hybridization of three to five creatures, one of which is always a human. Their sense of smell, sight and hearing are heightened and they are very skilled at surviving off of nature itself.
Limitations: Very illogical due to living fairly animalistic lives, and their genetic structure has left them with weak immune systems and a higher weakness to magic

Darkling: These creatures come from people who either have been freshly dead, or very close to dying. When a powerful demon or witch comes across a soul nearly dead, they breathe a sliver of their immortality into their victims. The newly made darkling is forced subservient by their maker. Only when their maker verbally releases them, are they free. Many makers teach their darklings basic black magic. The darkling does not appear to age after being made and may live up to one hundred years.
Limitations: Is bent to their master’s will and usually have the endurance of a human, but with experience comes more endurance.

Demon: Very tricky creatures. They love to torment others. Demons feed off of the fear and anguish they cause. Many are older than five hundred years. Since they live this long, their intelligence is very high. A Demon may come in any form. Many others can change their form to suit their needs. They use a wide variety of spells, old magic, and curses.
Limitations: Powers can be taxing on the demon. The older the demon, the more endurance they possess.

Djinn: Djinn are humanoid, parasitic creatures that prefer to live in large ruins with a lot of places to hide. They feed on blood, preferably human blood, and can poison their victims with a touch if they so choose. Their poison paralyzes and causes reality-altering hallucinations that can be used either to kill their victims quickly, or to leave victims in a coma-like state while the djinn feeds on their blood over a long period of time. Some cultures consider them to be similar to genies since Djinn are able to read a person's mind to learn their deepest desires; however, the djinn do not truly grant wishes like the genies of lore. Instead, they use their hallucinogenic poison to make their victims believe their wish has been granted and then the djinn can drink their blood slowly over the course of days. The coma-inducing hallucination lasts for only a matter of minutes on its own, but if the individual falls for the illusion of happiness and gives into it than it lasts for as long as the victim believes the trick to be real. If they remain unconvinced and awaken, then the Djinn is forced to quit feeding. When djinn access their powers, either their eyes or hands glow blue.
Limitations: Physically they are extremely weak -- to the point of frailty, even. This is why they rely on subtlety and trickery. They cannot be killed but are immobilized by any type of metal being stabbed into them. Also, if a person can obtain a djinn's possession (a piece of clothing they have worn or treasure from their lair), than they have the means to bind a djinn into their service for the remainder of their lifetime. A djinn remains bound to someone for as long as their possession remains in the hands of another being.

Dragarian: Beings descended from a line of dragons that live deep within the mountains, they are well rounded in skills, mostly known for their craftsmanship, combat, and magic capabilities. Each Dragarian pertains towards a certain element that they are born with, whether it is fire, ice, etc. Their physical strength is quite enormous, as well as their agility, and endurance. Massive wings adorn their back and give them the gift of flight. As a final ability, they can shift into their dragon form. The Dragarian clans themselves however are small in number and are hardly seen, a rarity if they are, in towns. Generally, they keep to themselves but are called upon to the country in a time of need because of their capabilities.
Limitations: They are incredibly weak to their opposing element, not to the point of inability to fight but as to the point where they must tread carefully. When they shift into their dragon forms and turn back to their normal, their energy is halfway depleted from the immensity of energy used in transforming.

Eldritch Abomination: Eldritch Abominations are fortunately among the rarest of the hideous constructs that are often times created by arch magi of all sorts. Highly prone to insanity they balance on the razors edge between calm and psychotic bloodshed. Most are quickly destroyed by their own instability, but a few reach their full potential, and, if their creators are cautious, they will live to see it. Many are gifted with moderate magical abilities in a single aspect, be it fire, water, wind, air, or some other manner of ability. They are difficult to control, but a mage of high skill can, with some luck, bend them to his or her will. Once broken, they make some of the best servants.
Limitations: Instability. They are incredibly volatile creatures. Physically, they are pretty frail, being created from broken corpses and other such materials.

Elemental (Original): Elementals are a race of beings that slang from the primal forces of the universe such as flame, earth and air. Since there are so few primal forces, there are few elementals. In all, there are only six known elementals to date. Father Flame, Mother Earth, Mother Water, Father Air, Mother Light, and Father Darkness. Elementals have the ability to manipulate things that fall under their jurisdiction and anything that deviates from or is attuned to their element. For example Father Air could direct the path of a storm as could Mother Water. They can also shapeshift, but the form they take must have some element of the true nature. For example, if Father Flame were to become a bush, the bush must be on fire.
Limitations: A cycle of weakness: Water puts out fire. Fire burns Earth. Earth blocks air. Air dries up water. Light and darkness act as opposites, each chasing the other away. Obviously the elements are caught in a delicate balance and should one battle another the results would be catastrophic. The elements are weakened when they take physical forms, however they are still amazingly powerful compared to others. There are only 6 in existence.

Elemental: Elementals are weaker than the originals. They are mortal and can be killed by any regular means. They usually have an affinity for only one element or aspect of an element. For example, ice of water, or shadow of darkness.
Limitations: Their control over this element is limited to the element's availability. If there is no light, light cannot be used. They are also subject to the cycle of weakness. Water puts out fire. Fire burns Earth. Earth blocks air. Air dries up water. Light and darkness act as opposites, each chasing the other away.

Elf: Elves are shorter and slimmer than the average human, but stronger. They are often beautiful people. They are much more agile and more intelligent than humans since they live longer. They build their villages deep within forests to reduce outside exposure. Elves are known for their master craftsmanship. They will not use a non-elven made weapon if given the choice. Their weapon of choice is usually a bow or sword.
Limitations: They usually only specialize in one thing. They become incredibly good at their discipline of choice, but greatly lack in other disciplines.

Etele: A race that thrives with the life force of a crystal that is located someplace in them or visible on the outside of their body. They are a race bound to an idea, focused on it from the time they are created, not born. The crystal that functions as the support for their body is powered by that idea and is capable of drawing energy from their surroundings. Due to this bound focus to an idea, they aren't influenced by mental skills and are naturally resistant to Illusions. They are noted to be weak to things that oppose their natural element per each Eteles, making it hard to actually determine what an Eteles will be weak to. In the case of magic, an Eteles does not use elemental magic in a normal fashion. Their magic is the formation of crystal in some form or shape, usually imbued with their natural element. This manifests depending on the Eteles's skill with magic. They are known to be proficient in fighting as most of their ideas they are bound to involves fighting for that idea. Due Note: Eteles are created usually from those who are bound to an idea and are given the chance to follow it by another Eteles. An Eteles is capable of taking a faction of their own crystal and giving part of it to another person to turn them into an Eteles. That is how Eteles are 'born'.
Limitations: Natural weakness to things of opposite elements. In special cases, matching elements with another person actually causes instability in a Eteles crystal structures, forcing them into a huge disadvantage. While Eteles cannot, for obvious reasons, draw energy from an opposite element, and the farther the element is from their natural element the less energy they can draw from it.

Fox: A devious creature that has the ability to shift from fox to human form. They have magical capabilities usually revolving around either earth or fire. These kind of fox differ from the white fox greatly. The fire fox may develop the ability to summon fire. The earth fox has the ability to create plant life. Both kinds of fox can use their magic to create illusions, but they usually have tell-tale signs of being used. For the fire fox, smoke is used to create illusions. If a fox is spewing smoke, beware. The earth fox will use mist.
Limitations: Fox are allergic to the plant aloe. It will burn their skin, and if ingested, will put them in a coma-like state.

Harpy: In Greek mythology, a harpy was one of the winged spirits best known for constantly stealing all food from Phineas. The literal meaning of the word seems to be "that which snatches" as it comes from the ancient Greek word harpazein (ἁρπάζειν), which means "to snatch". Hesiod calls them two "lovely-haired" creatures, and pottery art depicting the harpies featured beautiful women with wings. Zeus also used them as messangers, although not in the way you think. In this form they were agents of punishment who abducted people and tortured them on their way to Tartarus. They were vicious, cruel and violent. They lived on Strophades. They were usually seen as the personifications of the destructive nature of wind. They are known for their inhumane strength and speed. They are masters of just about any weapon they touch, so they make excellent warriors of offense and defense.
Limitations: Harpies can only eat what they steal or work for. If they eat anything other, the become violently sick. Sad thing is, they can tell no one this secret. Bound by an immortal law, a harpy's weaknesses and secrets are to never be spoken. Also, if you bound their wings, they lose 90% of their strength, making them useless and immobile.

Human: Not the smartest of creatures and rather ordinary. Most of them are selfish and unreliable. They are destructive and are destroying that which sustains them. Many creatures find them to be easy prey. Their greatest strong point is their ability to adapt.
Limitations: Possess no magical qualities.

Mer: The Mer are a race that is most associated with mermaids, however they are not those mythical creatures. The Mer are humanoid in nature most noted for having fish like fins just in front of their ears that tend to match their hair color or eye color. They are collectors of magically imbued things and take great interest in magical objects because of this. They are capable of breathing underwater and in general live underwater rather an above land. They are incredibly peaceful by nature and do not tend to care much for fighting or violence in any form. Most Mer are reluctant to be around people not of their own race due to a concern that they will be taken advantage of being such a kind race. When it comes to fighting, the Mer excel mainly in magic and ranged combat, having the natural dexterity to learn the use of the bow rather quickly. Very few Mer choose to learn the art of close range fighting because of their body type not inclined for huge work. Because of this, it is unusual for a Mer to wear heavy armor. They are almost always limited to just water elemental skills, stemming as far as ice. No Mer is capable of being a fire elemental or lightning elemental due to their natural weakness to both. The Mer are known to have larger energy reserves and are usually proficient with healing skills and naturally quick. As a strength, most creatures not of an evil alignment will not naturally attack a Mer for there peaceful nature.
Limitations: Fire, the Mer are incredible weak to flames as being in heat for long spans of time tends to greatly weaken their energy reserves. Those Mer who chose to be close range fighters tend to give up part of their reserve of energy for magic to trade it in for more endurance in close range fighting.

Minotaur: is a large, cow-like, creature who possesses incredible power. The sheer size of their body makes them powerful combatants as well as allows them to wear heavy armor and weild weapons much larger than other races would consider using
Limitations: Because they are so large they have troubles fighting in confined spaces such as forests or ruins. Their weight also provide a problem on unstable ground such as the soggy ground of a swamp or the shifting sands of a desert. They also have no aptitude for magic.

Maenad: Maenads or Bacchae are known as a type of nymph, immortal creatures of natural manifestations; Maenads are beings of the extremes of pleasurable emotions and actions: sex, rage, inebriation, frenzy etc.
Limitations: requires offerings (or tributes) normally from other supernatural creatures who serve alcohol in order to keep their powers strong to their full potential.

Necromancer: Focuses all magic on the ability to raise things from the dead, can also use this power to prolong their life, for this reason, most Necromancers cover their faces as it causes irregularities in skin and/or features. How much energy their spells cost, depend on the size of what they are raising or summoning. (summoning takes more energy then Raising)
Limitations: can only raise and summon One monster/spirit at a time, this means they can only ever have 2 'minions' (one summoned one raised) Spells cost a lot of energy and most Necromancers can only raise or summon once every hour or so.

Nymph: Stunningly beautiful creatures. They are petite in shape and have a variety of appearances. Most tend to look like the element they are most in harmony with. They usually avoid conflict but can very well defend themselves. They have the power to wield their element as they wish. When backed into a corner, the nymph can become a fierce warrior.
Limitations: The bat flower, or Tacca, is toxic to them.

Shifter: A shifter can alter their appearance at will at any time. They can turn into any object or animal, which makes them incredibly difficult to pin down. The only way to stop them from shifting is to bind them. And, they can only hold one form for a few hours. Whatever form a shifter is in, they always have a mark on them that is uniquely their own. This mark, like a fingerprint, can be anywhere on the animal or object that they have taken the form of.
Limitations: Can only shift a few times before using up most of their energy. Some forms require more than others.

Sharken: Beings that generally dwell in the water but are well seen at times of summer, they are the embodiment of a mixture of the predator of the water and the predator of the land. Their capabilities with Earthen and Water related magics is astounding as well as their speeds and strength on and off the land. Their teeth are weapons as well as their skin, which is like a rough armor that when hit by a bare hand, can tear the flesh off of an individual.
Limitations: They require being in water every couple of days or else their strength begins to wane. Their vision on the land is not as capable as in the water, including their sense of smell. Fire they are not a fan of certainly.

Succubus/Incubus: A Succubus is a female demon taking the form of a beautiful woman in order to seduce men, usually through intercourse. Repeated intercourse with a succubus may result in the deterioration of health or even death. An Incubus is the male version of this creature. It is a well known fact that through sexual actions, a succubus and incubus can keep the looks of a young adult. They cannot get nor can they spread STD's, but if they refrain from having sexual relations they age rather quickly and will die after a week. They do have two seperate looks as well, one being attractive to lure in the living, and the other their hideous true form. They can also have children, but mainly with each other. It is extremely, extremely rare to see a hybrid of these creatures. They can either be born human or as an incubus or succubus. If they were human then they become an incubus or succubus after they die if their main sin was Lust. All Succubi and Incubi are open pansexuals. Though they don't prefer it, they will sleep with someone of their own gender if they are sexually starving and on the brink of death.
Limitations: Can only seduce those who are attracted to them. But if their intended victim is the lease bit attracted, they may be sucked into the Succubus’ spell to a varying degree.

Tatterdemalion: A race of spirit-like beings that are manifested through the collection of memories of dead or lost children, often giving them an ethereal, yet young appearance. Technically neither living nor dead, their existence is rather sad and fragile for the first few years of their time. Most will either break down after this point or have been destroyed by some outside force, namely demons. Those that live beyond this point actually become significantly stronger and develop an aptitude for spirit magic. They are fairly resilient and can turn intangible to avoid damage, some can even vanish completely for short periods of time. They are also often stronger than they look, but tend to avoid close-range combat. Spirit magic itself is actually fairly effortless, but takes time to learn and understand how to pull the necessary energy from the spiritual plane, meaning they also must have a certain level of mental discipline while casting. They also do not require food or sleep, as neither is crucial to their existence, though they can be given memories from others to help strengthen themselves.
Limitations: Due to their broken memories, tatterdemalions can sometimes be distracted while casting spells, resulting in a cancelation or even a backfire. They are also vulnerable to fire, even when intangible, and have an innate fear, hate or general dislike of demons.

Tiefling: Human in nature, but with a demonic ancestry. Tieflings are always much less than half human. Their demon predecessor usually lies higher in the family tree. Most tieflings only have an ounce of demon blood in them. They may have extra fingers, cloven hooves, unnaturally colored eyes, and more. But, all of them have a set of horns on their head. They are not always malicious creatures, but some, as with any race, ally themselves with darker beings.
Limitations: Burn up their energy quickly while using magic, because they are mostly human. It can be restored by high caloric intake.

Vampire: Bloodthirsty creatures who have supernatural strength and agility. To them, the blood of some races is more delectable than others, but without it, cannot exist. Some vampires are born with a unique ability, such as healing or limited mind control. Vampires are among the most intelligent of the races for they can live much longer than a human.
Limitations: They are uncomfortable in the sunlight and need to feed to stay alive and every day to stay healthy.

Were-creature: Human looking most of the time, but can turn into their animal at will. But when there is a full moon, they cannot stop this change. A were-creature may be any animal, but a wolf is the most common. Their wolf form is usually larger than an ordinary wolf, and can even have colors in their fur that is not natural. This is the same for many other were-creatures. Their life span is that of a human.
Limitations: They can only change so many times before draining their energy.

Miss Fruit Loops
Captain

Dangerous Cutesmasher

12,300 Points
  • Megathread 100
  • The Perfect Setup 150
  • Ultimate Player 200

Miss Fruit Loops
Captain

Dangerous Cutesmasher

12,300 Points
  • Megathread 100
  • The Perfect Setup 150
  • Ultimate Player 200
PostPosted: Tue Nov 22, 2011 7:09 pm


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Profile Index




Character Name - Gaian Name - Page Number
Character position - Team


Premade Characters:

Ask me if you want one for a regular character. =3



Normal Characters:

Saiyuri Miyako - Miss Fruit Loops - Pg. 2
Second in command - Team One

Zithra Coutrian - Taokaka xx - Pg. 2
Player one - Team Three

Resigned

Drake El'hran Troven - Rorshach-Dopple - Pg. 2
Player one - Team Two

Taking a break.

Barbara Darkhölme - A N J O-Of-Tempest - Pg. 2
Player two - Team Three

Id and Ego - The Azure Knight - Pg. 2
Player Three and Four - Team Three

Inactive

Markus Drakcos - Onirama - Pg. 2
Player One - Team One

Inactive

Selene Deyron - Zippy the Lazy One - Pg. 2
The Leader - Team Two

Naomi Kassid Monrone - shes_burning_ashes - Pg. 2
Player Two - Team One

Inactive

Yuuki - Azure Ryuu - Pg. 2
White Fox - Predator

Aureus - Azure Ryuu - Pg. 2
Quetzalcoatl - Predator

Sebastian Von Baros - KazumeLuther - Pg. 2
Player Two - Team Two

Inactive

Prince Derik Serenity - Eko Domini Tsurugi - Pg. 2
Player Four - Team One

Rivden Kara Varior - Eko Domini Tsurugi - Pg. 2
Sharken - Predator

Terra Bellator - xLady_Macbethx - Pg. 2
Player Four - Team Two

Inactive

Mistinarperadnacles Hai Draco - Shinu Eru - Pg. 3
Predator - Crystal Dragon

Fal Indelstan - Lykos tis Thyella - Pg. 3
Team One - Player Five

Ceann de na Craos - Crazy L Fangirl - Pg. 3
Team Two - Second in Command

Austra - Spadii - Pg. 3
Game Moderator - Necromancer

Resigned

Natasha "Scythe" Huntington - Spadii - Pg. 3
Team Two - Player Three

Resigned

Yanlin Xiuthara - Elite Nacho - Pg. 3
Team Two - Player Five

Louise Marie Storm - masque452 - Pg. 3
Team Three - Player Five

Inactive

Gaspar Irenaeus - Zombie Leach - Pg. 3
Team One - Leader

Inactive

Adarna Simurgh - iViggs - Pg. 3
Predator - Phoenix

Kimia Nirvall - Darkness _Chains - Pg. 3
Team One - Player Three

Resigned

Beatrix Le'Faye - Blu_Libra - Pg. 3
Team One - Player Six

Angjelko Marin Pandev - Crazy L Fangirl - Pg. 3
Game Moderator - Bogman

Cieven Aurora Yaine - Kiln Aro Malac - Pg. 3
Team two - Player Six

Kadel Raoze - Kiln Aro Malac - Pg. 3
Team two - Player Seven

Enyo Roach - xxthedeepbelowxx - Pg. 3
Nurse for Team Two - Tiefling

Kiri Hikari - Kiri sai - Pg. 3
Team One - Player One

Leonorda Franseca Silver - my dead lullaby - Pg. 4
Team One - Player Seven

Damien Aaracnus - Deathrider888 - Pg. 4
Team Three - Player Three

Resigned

Ysuran Lestat Lancaster - xXPluto PhantomhiveXx - Pg. 4
Team Three - Player Six

Kaine Ratlr Nupho - King_of_Rain_Makers - Pg. 4
Team Three - Player Four

Robin Artemis - Rainbow Ramen Cookie - Pg. 4
Team One - Player Two

Prince Theodore Z. Deigon - Katarjena - Pg. 4
Team Three - The Leader

Lilin De Luca - xX-Serusa_Munchkinz-Xx - Pg. 4
Team Three - Player Seven

Fa-Qi, Rossotum, Za, Quelin, Bodut - Aeronathe - Pg. 4
Team Three - Player One

Inactive

Gian Lino Abbiati - Crazy L Fangirl - Pg. 4
Team One - The Leader

Sylvanis Toetemarzo DeLascortzia - Kiri sai - Pg. 4
Team One - Player Eight

Shaitan - Zippy the Lazy One - Pg. 4
Predator - Djinn

Father Flame - Lykos tis Thyella - Pg. 4
Predator - Elemenal

Father of Air (Alastor) - Blu_Libra - Pg. 4
Predator - Elemenal

Camille Leah Anderson - K i k i o - Pg. 4
Team One - Player Eight

Father Darkness - Rorshach-Dopple - Pg. 4
Predator - Elemental

Taking a break.

Kaia - Azure Ryuu - Pg. 5
Team Two - Player Four

Phix - Azure Ryuu - Pg. 5
Predator - Sphinx

No longer necessary.

Nicholas - Lostinur_smile - Pg. 5
Team Three - Player Eight

Inactive

Princess Kryein Deigon - Anika Nyame - Pg. 5
Team Three - Player Three

Amber Ribbon - xoxohimexoxo - Pg. 5
Team Two - Player Eight

Teagan Kurishima - iiF r e a x x x - Pg. 5
Team Three - Player Ten

Resigned

Accursed - Shinu Eru - Pg. 5
Team Three - Player Eleven

Christos Themelakis - Blu_Libra - Pg. 5
Team One - Player Nine

Zaine Blair - Vahn Ferrer - Pg. 5
Team One - Player Nine

Apollyon and Thana - Katarjena - Pg. 5
Predator - Doppelganger

Odalus Swiftfin - Ahri of Ionia - Pg. 5
Team Two - Player Ten

Persephone Pandora Lunaris - bluehaze94 - Pg. 5
Team Three - Player Nine

Alastair Khan - Zippy the Lazy One - Pg. 5
Team Two - Player Eleven

Leonard Trollinger - Anika Nyame - Pg. 5
Predator - Half Giant

Muir of the Moors - Crazy L Fangirl - Pg. 5
Predator - Bloody Bones

Dantes Malverick - my dead lullaby - Pg. 6
Predator - Incubus

Anabella Elizabeth Gray - Azure Ryuu - Pg. 6
Team Three - Player Five

Szaziel - Teh Manry Unicorn - Pg. 6
Team Three - Player Ten

Kalmin Artaxias - Caelum Vengence - Pg. 6
Team Three - Player Three

Gabriel Saunders - FagCake - Pg. 6
Team One - Player Ten

Ashrah Hathim - Kapooki - Pg. 6
Team Three - Player One

[u][/u] - [u][/u] - [u]Pg. [/u]
[size=9] - [/size]

PostPosted: Tue Nov 22, 2011 7:13 pm


NPC's

If anyone wants to make one of these a full blown character, go ahead.
I will give you the full picture. =3
You can also change anything about them.


User Image
Kodun Adtaild
₪ 23 ₪ Water Nymph ₪ Team One Player ₪
₪ Calm ₪ Flexible ₪ Understanding ₪
NPC

Miss Fruit Loops
Captain

Dangerous Cutesmasher

12,300 Points
  • Megathread 100
  • The Perfect Setup 150
  • Ultimate Player 200

Miss Fruit Loops
Captain

Dangerous Cutesmasher

12,300 Points
  • Megathread 100
  • The Perfect Setup 150
  • Ultimate Player 200
PostPosted: Tue Nov 22, 2011 8:01 pm


Team One
Leader


Premade - Open!
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N a m e
Arden Sabor

N i c k n a m e
None

A g e
21

G e n d e r
Male

R a c e
Alan

T e a m
One

P e r s o n a l i t y
Arden is often father-like to those younger than him. He is a fierce comrade and is always reliable.

B i o
Arden was born into an influential family. His father was a council member, and his mother was a keeper of the stone. Whenever the stone was in Ithus, she was one of the five guarding it. Ithus had the stone before Mallandaia. Now, his mother is on standby in case Ithus wins it again. Being a talented archer, Arden was sent to Ithus’ training school. He became involved in everything school-related. He was the top of his class and made it to class president. He maintained this role throughout his school career. Of course he was picked for team leader. He had been leading these kids for years now.

Over the years, he developed a strange affinity for lightning. He could summon it, and direct it. But lightning often chose a path for itself. This was a rare gift that could not afford to be wasted in the upcoming games. His parent’s radiated with joy when their son was chosen to lead the team of Ithus to collect the stone of prosperity. His country needed it badly. Recently, they have been stricken with all sorts of disasters. Their country's influence was dissolving as a result. The stone may restore Ithus to its former place of power and grace.


O t h e r
Arden’s wings look like a Red Tailed Hawk's.

Three Traits:
Calm, protective, and calculative.
PostPosted: Tue Nov 22, 2011 8:13 pm


Team Two
Leader


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N a m e
Selene Deyron

N i c k n a m e
None

A g e
20 Years

G e n d e r
Female

R a c e
Elven

T e a m
Team 2

P e r s o n a l i t y
Selene is as equally eloquent as she is respectful to those around her. The elf gained her position as leader of the group more through her natural tendancy and her position in the view of others rather than any burning desire to lead her city's fate.

B i o
Selene easily ranked herself among the finalists in Mallandaia, completing each task easily with flying colors. Naturally, she had tended towards training in such feats since she was of a young age. The elf decided the first moment that a bow rest in her hand that archery would be her preference. Like any good warrior, she relentlessly practiced every day until she had exceeded her goal, though there was more than mere excelence that drove her. Many a year ago, Selene's older sister made a pilgrimage to Zeladis for a change of scenery, and found the surroundings quite to her liking. That is, until the royal family decreed her race as outlawed from citizenship. Of course, many fled, but for everyone that fled there was one that was captured and put into slavery forcibly. The elder Deyron child was among the captured, and was forced to serve every whim of a rogue were-creature.

Selene Deyron cares not for heroism, fame, or glory, but only for revenge. Their goal must be accomplished at any cost. The stopping of Zeladis must become reality. Under no circumstances can they be permitted to win. Upon recieving the news that she had been chosen to be the team leader, the girl answered with only a stoic nod, but within she was estatic. Who better to unify her country, to bring home the stone?


Three Traits:
Respectful, Eloquent, Stoic

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PostPosted: Tue Nov 22, 2011 8:25 pm


Team Three
Leader


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N a m e
Prince Aurek Deigon

N i c k n a m e
None, people always call him by his proper title.

A g e
21

G e n d e r
Male

R a c e
Vampire

T e a m
Three

P e r s o n a l i t y
Cold, Irratible, Cruel and Merciless. He's the kind of guy you always hear horror stories about. Plans for his kingdom would make many call him Tyrant.

B i o
Price Aurek’s parents aren’t the nicest of people. Can you tell from the recent changes in foreign policy? Aurek rarely agrees with them, though he does admire their ferocity. He plans on changing many things when he gets the throne, and is very impatient for that day.

Occasionally, he works on fine-tuning his demonic ability to cause pain without a source. His targets were always anybody that society doesn't care about, whether criminal, homeless, or orphan. He would go out in public to draw in a target. People knew him as cruel and so they tried to get in good with him so they might be spared. He would pinpoint an unnoticeable and 'talk' privately with them.

His parents picked their son to compete for their county in the Minevica Games, though not just for the obvious reasons. If their son brought home the stone of prosperity, then his family would gain much popularity. It would also make it easier to dominate the other races, However they held a greater hope that their dangerous son would die in the games as well. Aurek didn’t think it was a bad idea, getting the stone anyway. He wanted to subjugate the world, even if he has to enslave them. There are hardly any good people in the world today, as he's learned the hard way, and partly, his plans are about vengeance on an uncaring world.


O t h e r
Aurek's ability to cause pain comes from the memory of the victim. Bad injuries, wounds, heartbreak, and more assault the victim’s senses all at once.

Though he seems like an evil incarnate, his plans might be turned aside by an understanding individual.


Three Traits:
Cold, unforgiving, and composed.
PostPosted: Tue Nov 22, 2011 8:33 pm


Deceased


Team Two
Second in Command


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N a m e
Enron Ordyn

N i c k n a m e
None

A g e
229

G e n d e r
Male

R a c e
Demon

T e a m
Three

P e r s o n a l i t y
Explosive, cruel, and also very intelligent.

B i o
His father was a demon of fire, and his mother was the spirit of a star. His father coveted her and took her by force. Enron was the result. Enron is a wealthy man. He lives in his mansion with several darklings as his servants. He made his fortune by making weapons with his ability to manipulate astral energy. He found that if he highly compressed the energy, the object he made would be permanent. This material can cut through nearly everything. He would carve intricate designs on all of his weaponry. Knock-offs didn’t exist because of the material. It is impossible to make something look like highly compressed astral energy. It glows white blue with different shades coursing through it. The shade of blue never stays the same. He grew famous for his ability and his weaponry business. He has also developed several techniques using this particular ability in battle. Enron will gather the energy and form a miniature star with the astral matter. Once formed, he hurls it at an opponent. He can also summon the spirit of a dragon and combine it with gathered energy. The animal rushes into the opponent’s body, burning them inside and out.

The royals knew about him. He had even done a few commissions for them. He was chosen for his unique ability. He assumed he would be named the leader of their team. When he found that it would be the prince instead, he was pissed. The prince is a tenth of his age. Still a boy. He believed this to be a grave mistake of the King and Queen. But he still would do everything in his power to bring back the stone. It’s return to Zeladis would mean an expansion of his business. More weapons would be needed. Especially ones as superior as Enron’s.


Three Traits:
Explosive, cruel, and Intelligent.

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PostPosted: Tue Nov 22, 2011 8:34 pm


Team Two
Second in Command


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N a m e
Zhanshi Saiyour

N i c k n a m e
Zan

A g e
21

G e n d e r
Male

R a c e
Centaur

T e a m
Two

P e r s o n a l i t y
Zhanshi rarely shows emotion. He will be sarcastic and sometimes a bit mean.

B i o
Zhanshi's place of origin was a small village in Mallandaia. This village was composed of several centaur families. His father was the leader of them. Zhanshi was next to take he head position of the clan. But there was a problem. Zhanshi was not born of a centaur mother. His mother was a warrior woman of a neighboring village. A human. The people of Zhanshi's village found out, and rejected him as the heir to the clan.

The child spent his early years training, just like any other centaur in his clan. Zan went the extra mile and worked to not only get better, but to perfect his skills. He often trained harder and much later than the other centaurs. In doing this, he became a remarkable warrior at an early age. He was adamant about proving himself to be just as capable as any other centaur in his village. When the male centaurs of his village turn sixteen, they are to hunt and kill an adult bear. In doing so, they become an adult in the eyes of the clan. If a centaur fails, he is not considered a full member. There are centaurs that never accomplish this and are seen as second class. There was no way Zhanshi would let himself fail. And he didn't.

He was the first boy in his group to return home with the carcass of an adult black bear slung over his back. To kill this beast, he used nothing but a simple spear. That was all the boys were allowed. This was to be the same spear the centaur had grown up with, training. Afterward, they were allowed to use different weapons. Zhanshi picked out a unique spear in an elven village close by. Elves made the best weapon craftsmen. Zhanshi knew this and chose his new spear accordingly. The whole thing was forged from steel. The blade was more like a sword that a spear. It was long and slightly curved on one side. The other had many curves and points. It was quite wicked looking. Over the years, this remained his weapon of choice.

When the tournament for the games came around, Zhanshi jumped at the chance. What better way to prove himself? He fought with a fire that had yet to be seen in a centaur. He defeated opponent after opponent, until he came against a human man, several years older than he. It was odd fro a human to possess so much strength. Zhanshi was stopped there and still made it into the games. He wasn't given any position of power, but he was content with making it. If he were to bring back the stone, there would be no questioning of his competency. Even if his mother was a human, he just may be accepted as the heir to the clan.


Three Traits:
Hard-working, Determined, Fighter
PostPosted: Tue Nov 22, 2011 8:35 pm


Reserved

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PostPosted: Wed Nov 23, 2011 11:02 am


Reserved
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