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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: Wed Nov 23, 2011 3:04 pm
User Image




1. Chose a race for your character.
You will find a detailed list of races below.
And be warned that we are weary of hybrids.

2. Chose a team for your character.
There is a brief description of each below.
3. Fill out the character skeleton.
You may deviate from the skeleton, but make sure all of the needed information is there.
4. Submit your character by posting the profile in this thread.
Once accepted by a staff member, post your character in the main profile thread please. =3




Things to keep in mind:
₪ You don't need to use the skeleton I have provided.
You can create your own and get as fancy as you wish, as long as it has all of the information I listed in the original skeleton.
₪ You may create a race that is not on the list. If you do, please provide us with a description and a limitation you would like. If you do not wish to do this, be prepared to obey any limitations we may place on your new race.
₪ Character races do not have to be bound by the geographical region I have placed them in. For example, a human can be on team one or three as well as their usual team, team two.
₪ Spots on teams are limited to what is available. I will open more slots once existing ones are full. If you want a character to be on a specific team and that spot is not open, keep checking back to see if one has been added.
₪ If you don't want to make a character right away, but want to reserve a sopt, we have a reservation form.
₪ Submit your reserves in this thread, just like a profile. Reserves are good for two days. 48 hours. That's it.




Available Character Slots:
(More will be added once these are filled)

Team One:
Player Ten
Player Eleven
Player Twelve

Team Two:
Player One
Player Two
Player Three
Player Twelve

Team Three:
Player One
Player Eight
Player Twelve

Game Moderators:
Accepting
Medics:
Team One
Team Three

Predators:
Accepting



Reserve Form Instructions:
₪ Chose the form appropriate for your character.
₪ Replace 'PICTURE HERE' with the 200x120 picture of your character.
₪ Replace 'COLOR' with the # hex code or word for your character's color.
₪ Replace Character Name, Age, Race, Position, Traits, and Gaian Name with the appropriate information.
₪ With your post, please specify what team your character is on if applicable.
₪ Post to this thread to be accepted.



User Image
Character Name
₪ Age ₪ Race ₪ Position ₪
₪ Trait ₪ Trait ₪ Trait ₪
Gaian Name





Team One, Team Three, and Medics:

[imgleft]PICTURE HERE[/imgleft]
[size=14][align=left][color=COLOR][u]Character Name[/u]
₪ Age ₪ Race ₪ Position ₪
₪ Trait ₪ Trait ₪ Trait ₪
Gaian Name[/color][/align][/size]



Team Two, Moderators, and Predators:

[imgright]PICTURE HERE[/imgright]
[size=14][align=right][color=COLOR][u]Character Name[/u]
₪ Age ₪ Race ₪ Position ₪
₪ Trait ₪ Trait ₪ Trait ₪
Gaian Name[/color][/align][/size]
 
PostPosted: Wed Nov 23, 2011 3:13 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.

Rakshasa: Rakshasa are unrighteous and strictly carnivorous spirits that originate from the deaths of particularly wicked humans. They are shapeless and invisible to the naked eye unless they so choose to take on a form -- which many hardly ever bother to do since mastering the skill is a handful for them. The rakshasa can only appear corporeally in three different forms -- they can take on the appearance of a human, a dog, or a large bird. Often their human forms have slightly sharpened fingernails that make them distinguishable from ordinary mortals. They are not particularly strong, but they make up for this lack of vitality in other areas. The rakshasa are extraordinarily fast and extremely vicious when in battle. They dodge in and out of the enemy's range while inflicting damage at blinding speeds. Most prefer to fight with their sharpened nails and bare hands, but others take on training to use different types of daggers. They are an extremely proud and stubborn race. Never choose to insult one lightly because they do not hold themselves above getting revenge or playing nasty tricks on those they do not like.
Limitations: They aren't particularly strong. They have a very low resistance to magic and take devastating damage from attacks of that nature. When weakened or severely injured, they are forced back into their shapeless and invisible form to regenerate -- while in this form they cannot touch anything corporeal which renders them practically useless.

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.

Spiritual: A Spiritual is a human being who at any point in life happens to have a part of their soul broken away due interferences from ghosts or a higher magical being to form a separate entity known as a “Soulite”. The appearance of a Soulite depends on many factors, but usually it is a child-sized being who represents what part of the soul it was broken from (e.g. the part of the soul that was greedy may result in a greedy Soulite). As expected, the soul part missing does affect the main body, usually resulting in that person lacking the soul part (e.g. with the earlier example; the main body would end up never being greedy). Due to the ghostly nature of the Soulites, many Spirituals are capable of trickery such as walking through solid matter, floating and other ghostly abilities. Trying to kill a Soulite can be tricky as well, since while they can be put on the verge of death they can’t truly die unless the Soulite is killed as well.
Limitations: It is impossible for a Soulite to stray too far from a Spiritual due to their ties, and while it is impossible to kill a Spiritual without killing the Soulite, the reverse does not work and a Soulite can be killed which often leaves the Spiritual feeling “hollow” since a part of it has been destroyed.

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.


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Team Descriptions


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Team one
Team one consists mainly of those who live in the mountains of Ithus. Nymphs, shifters, and alans live here. Warriors are scouted out at an early age, and sent to a school where everything is paid for them. In return, students must compete if chosen. Participants are always chosen from this school. They begin a rigorous training schedule that prepares them specifically for these games.

Items to collect: Key, Dagger, and a scroll.



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Team two
Mallandaia is the home of most on team two. Elves, centaurs, humans, and weres are all found here. Mallandaia holds a kind of tournament to chose their warriors. A year before the games, every race sends their best warriors to compete against each other. The winning participants are then trained for a year, and sent to Minevica.

Items to collect: Key, Dagger, and a scroll.



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Team three
The kingdom of Zeladis consists of darker creatures. Vampires, weres, demons, and darklings. Zeladis' warriors are often chosen by politics. The King and Queen ultimately decide who they send off to compete. This time, they chose their own son and daughter to participate on their team.

Items to collect: Key, Dagger, and a scroll.



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Character Skeleton


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N a m e
Nyan Nyan Nyan

N i c k n a m e
Nyan

A g e
25 Nyans

G e n d e r
Nyan

R a c e
Nyan

T e a m
Nyan

P e r s o n a l i t y
Nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan.

B i o
Nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan.

A b i l i t i e s
Nyan: nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan.

Nyan: nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan.

Nyan: nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan.

O t h e r
Nyan.

T r a i t s
₪ Cute ₪ Obnoxious ₪ Cat ₪
(Three please!)



[size=14][align=center][size=14]Team or Role
Player Number or Race
[/size]

((PICTURE HERE!))

[color=#000000]N a m e[/color]
[color=COLOR][size=11]Nyan Nyan[/color]

[/size][color=#000000]N i c k n a m e[/color]
[color=COLOR][size=11]Nyan[/color]

[/size][color=#000000]A g e [/color]
[color=COLOR][size=11]At least 16![/color]

[/size][color=#000000]G e n d e r[/color]
[color=COLOR][size=11]Nyan[/color]

[/size][color=#000000]R a c e[/color]
[color=COLOR][size=11]Nyan[/color]

[/size][color=#000000]T e a m[/color]
[color=COLOR][size=11]Nyan[/color]

[/size][color=#000000]P e r s o n a l i t y[/color]
[color=COLOR][size=11]Nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan. [/color]

[/size][color=#000000]B i o[/color]
[color=COLOR][size=11]Nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan. [/color]

[/size][color=#000000]A b i l i t i e s[/color]
[color=COLOR][size=11]Nyan: nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan.

Nyan: nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan.

Nyan: nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan.

[/size][/color][color=#000000]O t h e r[/color]
[color=COLOR][size=11]Nyan.[/color]


[/size][color=#000000]T r a i t s [/color]
[color=COLOR][size=11]₪ Trait ₪ Trait ₪ Trait ₪[/size][/color][/align]
 

Miss Fruit Loops
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PostPosted: Thu Nov 24, 2011 10:16 am
User Image

N a m e
Barbara Darkhölme

N i c k n a m e
Babi ( pronounced like; Ba-ahh-bee)
A g e
unknown

G e n d e r
Female

R a c e
Maenad

T e a m
Zeladis

P e r s o n a l i t y
She is an enigmatic and quiet individual whom likes to act towards her own goals. She is calm and collective judging people fairly and sometimes when she has; let's her inner b-i-t-c-h out of the cage.

B i o
Unlike her mothers daughter Dallanara. Who was left to die in the streets as a baby by their mother. Dallanara was adopted since her guardian couldn't give birth to children after having her first daughter, but at that time when her ''mother'' adopted her. Babi's mother had been living a lavish lifestyle and decided to adopt the baby. The two rivals Babi n' Dallanara know about each other, they know each others names, but they have never seen each other before. Even though, they have crossed each others path here and there through out their lives. Currently she is just known for being an exotic dancer.

O t h e r
Her powers are as follow--------Toxin & Disease Resistance: She is also able to develop resistance and immunities to toxins and diseases.
Animated hair she can stretch her arms in front of her within a long range and with high speed. Moreover, she can become invisible. In addition she has the powers of low levels of telekinesis which allows her to levitate from the ground with ease and helps her dodge things telekinetically launched at her with ease. She can also heal others only by kissing them for short momentum. However by healing others her speed becomes slow and her other powers arent as powerful like in their full potential.



Three Traits:
Devious, exuberant and cynical

 
PostPosted: Thu Nov 24, 2011 10:28 am
A N J O-Of-Tempest


Do you want me to make the description for the new race, or would you like to do it? If I do it, you will be stuck with whatever limitations I create.  

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PostPosted: Thu Nov 24, 2011 11:01 am
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. Moreover a maenad is a creature that requires offerings (or tributes) normally from other supernatural creatures who serve alcohol in order to keep their powers strong to it's full potential.

here [=  
PostPosted: Thu Nov 24, 2011 12:44 pm
I've added the race to the races page, so We'll call that accepted, and you can post this profile in the accepted profile page, Glad to have you with us whee  

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PostPosted: Mon Dec 12, 2011 9:40 pm
User Image
N a m e
Id and Ego

N i c k n a m e
N/A

A g e
Appears Twenty

G e n d e r
Male

R a c e
Demon split into Darklings

T e a m
Zeladis

P e r s o n a l i t y
We approach Id with analogies: we call him chaos, a cauldron full of seething excitations. He is filled with energy from instincts; he has has no organization, produces no collective will, but only a striving to bring about the satisfaction of the instinctual needs. Id is a mass of instinctive drives and impulses, and needs immediate satisfaction for all of his desires. It is only through the structure of Ego, the character he is magically bound to, that he is able to control himself. Without his partner, he would go on reckless tangents, trying to appease every little thought that came into his mind without any rationality.
Id has no moralities nor judgement of value; his focus will always be about himself and his pleasures. His feral behavior comes off as arrogant and predatory and shows no sense of direction or reasoning. Even when his desires are self-destructive, Id has an unnatural wish to appease it.

Ego is the voice of reason among all the chaos. A down the earth character with a great understanding of common sense and reality; very contrary to Id. Ego strives for structure and organization, judgement and planning. Ego seeks to please Id's drive in realistic ways that will benefit in the long term rather than bringing grief. He attempts to mediate between Id and reality so that he may appease him and the external world at the same time.
However much of a realist Ego is, there is a hint of arrogance shared between him and Id. This probably has to do with the fact that they come from the same person. It seems Ego seeks harmony only within himself and his partner and cares little for the outside world as much as he mentions it to Id


B i o
When the Demon of Judgement appeared in this realm, there was a mix of confusion and understanding that only this monster seemed to be able to inherit. In its name, Judgement felt tasked with the duty of judging every being in the realm for their worthiness. This, however, turned out to be a helpless task, due to the fact that Judgement was forced to compare the people he judged to himself. Incidentally, this character found himself to be the image of perfection and judged others unfairly because of this. His godlike view of himself gave him the alias "Superego"

The results where catastrophic. Everyone was becoming judged unworthy to the likes of the Superego; those who were deemed unworthy were eliminated. The people knew this could go on no longer or else everyone would become eliminated. So, the best magicians from all the lands came before Superego. Though he couldn't seem to be physically destroyed, the powerful being had been split into two different beings with the great magics. One contained the physical prowess and ambition of the man, while the second one garnered the magical power and rationality of the man; neither of them appeared to have inherited the memories or the immense power of their original being when it became split apart. While one warrior sought nothing more than to appease his desires, the other would become the voice of rationality and reality, keeping the two in a perpetual limbo, unable to keep in a straight line while they sought the answers of their origin.

In all the confusion, they had been swept into the strange game. Id couldn't deny the challenge no matter how much Ego begged him to walk away. In their former state they were monsters, but split apart, they were considered the powerful warriors of their respective country.


O t h e r
Superego had been split into Id and Ego, and because of this, his powers had become split into two different qualities-Might and Magic. Id contains all the strength of Superego, and Ego contains all the magical power of Superego. These strengths and magics are limited to the power of an average senior demon cut in half.


Three Traits:
Divided---Misguided---Limbo

 
PostPosted: Mon Dec 12, 2011 9:52 pm
The Azure Knight


All I have to say is wow. What an awesome character. I love the fact that the two are centered around Freudian Psychology. =3 You are accepted and may post your character in the profile thread.

The only trouble is that I don't know weather to make this one character blurb, or two. I could do either.  

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PostPosted: Tue Dec 13, 2011 9:27 am
If Id and Ego find a way to return back to their demon form, then it could be considered one character.
But yeah, I've had the idea going for quite some time, so I'm glad I got to finally get it accepted in a good game like this one. It'll be fun to see these two arguing with each other about the smallest things.
 
PostPosted: Tue Dec 13, 2011 10:58 am
The Azure Knight
If Id and Ego find a way to return back to their demon form, then it could be considered one character.
But yeah, I've had the idea going for quite some time, so I'm glad I got to finally get it accepted in a good game like this one. It'll be fun to see these two arguing with each other about the smallest things.


Gotcha. Now, I would like to know which character goes to which picture and color. I'm going to go ahead and put up the blurbs, but please correct me if I get it wrong. =3  

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PostPosted: Tue Dec 13, 2011 11:46 am
Id will be red, he's the one on the right holding the lantern (he has a katana off-frame). Ego is blue and on the left with the spell book and magic staff.  
PostPosted: Tue Dec 13, 2011 5:01 pm
User Image

N a m e
Markus Drakcos


N i c k n a m e
N/A

A g e
Unknown

G e n d e r
Male

R a c e
Demon

T e a m
Ithus

P e r s o n a l i t y
Markus is very calm and collected, he is not one to react to others unless his life is on the line. He does have a very short temper at times and will fight to the death if pushed too far, Markus believes in a sense of justice even if it does seem a bit twisted. Markus always believes his way is best and will be very stubborn at times.

B i o
Markus was born many years ago to a simple family and seemed to watch the world pass him by form his parents home. However, he left home at a good age to see and experience the world for himself. Many years went by and moved from place to place learning many trades and even trained to protect himself in times of need. It was only recently that he came back to the kingdom that he was born in, he now tries to make a living any way he can even if that means joining in on the games.Even if he is a demon, he tries his best not to look like it so other's don't look at him differently. He wants to not be like the ones that are considered evil and wanted to try and have a bit of a normal life.

O t h e r
Besides being very good in dark magic, Markus is also very good at hand-to-hand combat and using a blade. He prefers to use his hands for fighting and either his dark magic.


Three Traits:
Collected, Stubborn, One-track mind
 

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PostPosted: Tue Dec 13, 2011 6:01 pm
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N a m e
Selene Deyron

N i c k n a m e
N/A

A g e
Nineteen years old

G e n d e r
Female

R a c e
Elven

T e a m
Two

P e r s o n a l i t y
Selene has been described before as the warrior delegate. She is naturally eloquent and perfectly capable of clearly speaking her mind when conversing with someone. Her power with words helps her to efficiently communicate and lead other individuals because they can inspire, encourage, or be perfectly convincing when it's necessary to obscure the truth. She is also very intelligent as is common with her studious race. Whenever she can avoid fighting with an enemy she does because she would much rather negotiate or parley with them than cut straight to endless bloodshed. She is not to be considered a pacifist by any means, though. While it is not her preference to be violent she can be deadly and vicious to come across on the battle field. Her stoic and collected behavior makes it very easy for her to concentrate on the mere act of battle. Meaning that there are no distracting or befuddling emotions to give her pause when she knocks an arrow and prepares to let it fly. She is determined, dedicated, and competitive in the sense that she desires victory in all the matches she takes part in. Selene is loyal to those around her and, while she tries to not let herself grow too critically attached to others, has the ability to be a true friend to another person if they prove themselves worthy of that.

B i o
Selene easily ranked herself among the finalists in Mallandaia, completing each task assigned to her efficiently with finesse and perfection. She had trained herself for such events ever since she was a little girl because her father had encouraged her to do so and she wanted to make him proud by being the best warrior she could be. The elf decided from the first moment that a bow rest in her hand that archery would be her preference. Hand-to-hand combat seemed unnecessarily risky to her. She couldn't comprehend why anyone would want to be in range of an enemy attack when you could dispatch them quickly and easly from afar. Like any good warrior, she relentlessly practiced her trademark every day so that she could hone her skills with the bow. Soon enough she was outranking the very archers who had been teaching her how to enhance her skills with the weapon. Out of necessity, since if she couldn't put distance between herself and a rival a bow would do her no good, Selene dappled in the training of stealthy rogue tactics. She learned to adequately wield dual daggers and attack from the shadows, but knew that these were skills that would go unused except for in the course of a dire situation. However, her father has long been dead and now there is a new fuel source to her strive towards excellence in combat. Many a year ago, Selene's older sister made a pilgrimage to Zeladis for a change of scenery and had found the surroundings quite to her liking. She had lived there for a few years, until the fateful day that the royal family of Zeladis decreed the elven kind to be unsuitable for citizenship. Those who fled to take refuge in other lands were spared. All who stayed were either killed or forced into slave labor of some kind. Including Selene's sister, who was captured and made a servant to do all that the were-creature who was her master asked her to. She had tried escaping...and not long after her failed attempt Selene received word from another friend in servitude and found that her sister had been executed.

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 felt almost jubilant. Who better to unify her country, to bring home the stone?


O t h e r
She despises hand-to-hand combat. She would much prefer to attack from afar since her greatest talent reveals itself when her bow is in hand. Whenever she is cornered though, she has just enough training in the wielding of dual daggers and strategic tactics to fend for herself until she can escape once more. She simply isn't skilled enough in any other type of combat to last long when the enemy is directly upon her. Her preferred methods are those that kill quickly, cripple, or in some other way give her the upper-hand.


Three Traits:
respectful ;; silver-tongued ;; reserved
 
PostPosted: Tue Dec 13, 2011 6:03 pm
Onirama

you are accepted and may post in the profile thread. =3  

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