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Posted: Tue Feb 21, 2012 2:20 pm
Elsewhere: Castaways
"No one is from here. Everyone's lost in Aelzwyr, just some more than others."
- Traveler
This is where players of Elsewhere will post their approved final character profiles. Please read the Guidelines for character submission and don't post your profile here until the GM has told you to do so. Accepting Characters, PM the GM with Yours Now!
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Posted: Thu Feb 23, 2012 1:05 pm
[Fredrick Mason]
Played by: [dammed Mule] Commitment: [Gamer]
Basics Full Name: Fredrick Mason, Apprentice Mage to the royally appointed High Mage in the court of the king. Alias: Fred for short Age: 23 Gender: Male Nationality: Vasarian, from the world of Aleron Ethnicity: Human
Appearance Hair: A dirty brown colour, kept back in a neat braided ponytail. It reaches down to his waist where he has a piece of jade to hold it in place. Eyes: As with all mages of his world, he has bright green eyes with golden flecks. Skin: He's slightly paler than most men his age, due to him often spending long hours locked up in a study, trying to perfect a spell. Height: Just short of six feet tall. Weight: Ten and a half stones. (Roughly 67Kg) Build: He has a wiry build, thin but powerful because of his training. Distinguishing Features: The tips of his fingers are stained with ink from his constant reading. He also has a mages mark on his left arm, which allows any other mage to be able to tell where and who he is being trained under. He has a small cut on his left ear that has severed the top of it in half. Description: Fredrick wears simple, yet elegant clothing, as befitting his status as an apprentice mage. He has a long robe which reaches down to his knees, while being open enough that it doesn’t hinder his movement. It is made of a maroon fabric with gold detailing at the cuffs, hem and collar. Underneath this, he wears a set of simple breaches, more for comfort and durability than style, though he is painfully aware of how worn they look. He wears an undershirt under his cloak which is, like the breaches, worn for comfort, as he doesn’t really expect anyone to see it. To finish his outfit, he sometimes wears a hat to match his robe, though he wasn’t wearing it when he left.
Personality Likes: Feeling that he is right as well as feeling that he is the most powerful, even when he isn't. Dislikes: He dislikes being proven wrong and being shown up. In another light, he also hates seeing the helpless being picked on, as well as the arrogance and corruption of the powerful. Hopes: He hopes to one day become the most powerful mage that his world has ever seen and earning himself the title of master of the arcane arts. Shorter term, he just wants to prove to his master that he isn't a worthless piece of trash. Fears: Like most mortals, he fears death. His more personal fears include sharp objects and rats. Habits/Quirks: A mage in training may never cut their hair until they have been approved by their master. Because of this, he is very protective of his hair, even though it is an occupation hazard to lose his eyebrows about once a month. Description: Fredrick is arrogant about his own power. He thinks that because he was lucky enough to train under the most powerful mage in the country that he is destined for great things. Rather unsurprisingly, this is what's holding him back in his training. His arrogance make him overestimate himself, which often leads to him being scolded by his master. This in turn makes him feel bitter about wanting to prove how powerful he is, so goes to find a powerful spell to prove it. If he could learn how to be more humble, then he probably would grow more powerful in leaps and bounds.
Ability Strengths: Fredrick has a natural talent for magic, with lightning and water based as his strongest. At his current strongest, he is fully capable of killing several unprotected men with his magic, though this is an executionable offence in his home world. He is capable of launching three to four lightning bolts at once, or a spell of similar magnitude. ((Due to Aelzwyr having a different magic source than he is used to, he will be greatly depowered until he gets to grips with it.)) Weaknesses: If it comes down to a fight with weapons, he won't even try. He has no skill and is generally weak. Without his spell book, his spells tend to become simpler. Skills: He is intuitive, often looking beyond what can be seen with just the eyes as he has been taught. He is skilled at countering spells, though how effective they are depends on how much time he has. Magic is a skill that manipulates both the internal storage of mana inside the mage, as well as the external mana of the world, though this is much harder. It is also possible to refuel the inner source from the external source through meditation and resting. Mana is converted into a magical force though the exertion of the mage’s will. Although reading a spell can help a mage, it isn’t actually needed to cast a spell, it only helps to focus their mind. A more powerful mage can simply use the mana around themselves to any effect that they want. Fredrick is nowhere near this level. The final note about the internal mana source, is that it can grow through either absorbing the life force of another mage, or from daily training to slowly increase the natural capacity. Special: He can also constantly feel magic being used, not always a good thing. He can tell different magics apart from this feeling. His ability to feel magic is a rare inborn power, usually only found in less than three percent of the mage population, but his doesn’t know this. To him it is most easily comparable to smells. The more pungent the smell, the stronger it is. If the magic is notably stronger than him, it can cause nausea, illness and in the most extreme cases, even death.
Background Occupation: He is an apprentice mage. Family: His family are fishermen, but he hasn't seen them for at least a decade. He has been living with his master, for that time, learning how to use and control magic. His master just so happens to be one of the most powerful mages of his generation and is the king’s court for advice on all things magical. Hometown: He comes from Genoas, but currently lives in the capitol of Vasari. The level of technology varies around the world, but Vasari is relatively powerful in this sense. They have access to state of the art technology in the forms of steam trains and one of the largest mage populations in the world, but not necessarily the strongest. Io to the west has the most powerful mages and Akos to the south east the most technologically advanced with rumours of liquid fuel, though neither nation is keen on revealing their secrets any time soon. What Vasari has in its favour, is money. Nearly all routes from one major city to another pass through its walls, making it an important political and financial hub, especially as the only train-line runs through it. The races of the world again vary around the world, but it isn't a rare thing to find out that your neighbours are werewolves. Other notable races include sirens in the southern sea, fauns in the great northern forests and various monsters hiding in any cave or shady place that they can. Mages are uncommon, but are widely respected for their powers. Only one in every hundred thousand people are born with the power to become a mage, and there is no way to tell until the child's thirteenth birthday when their eyes change colour to green. The most common way to travel is with both magical and physical protection in the forms of a mage and ranger respectively to protect from bandits and monsters. Swords and bows are the most common weapons, but the richer people have been known to buy expensive guns from Akos. The most modern gun seen in Vasari is capable of holding four shots before being reloaded, but has only been seen in the king's palace so far. Friends/Pets: He has a familiar in the shape of a crow. It seems to understand much more than it tells him, making him question how powerful it really is. History: Fredrick was born to a larger family in the small fishing town of Genoas. He has four brothers and two sisters of varying ages between fourteen and thirty-five. While growing up, he began showing signs of magic some time near his thirteenth birthday, his eyes filling in with green a few days later. After a lot of pleading and bargaining, his father eventually managed to find a mage who would train him for very little money. This mage turned out to be Thah'Alle, the high mage appointed by the king, though neither Fredrick or his family had known. Starting his training the very next day, Fredrick learned over the years that he was in fact very lucky to be taught by Thah'Alle, as he was one of the top mages in the entire world!
It was in his fifth year of training that he truly knew how lucky he was when he was allowed to join his master to the courts on business. It was then that he started getting arrogant as even the nobles that had pushed his town around with their whims were bowing down to his master, and in his mind, himself as well. Finally with a way to the snobbish nobles to bow down to him, Fredrick went about trying to gain as much power as he could, as quickly as possible. Every time that he attempted to do so, his master would scold and punish him for his insolence, eventually bringing Fredrick to steal his master's book. For this, he was banished from his realm and sent to Aelzwyr. How you got to Aelzwyr: He was banished from his own realm for his foolishness and greed.
Plotline His plan will be to work out where he is, how he was sent there and how to get home. This will probably entail travelling to some or all of the nine temples in order to work out a way to get home as well as build up his magic sufficiently to do it.
Tableau "You FOOL!! This time you have gone too far! I take the time and effort to raise you and train you! To feed you and clothe you! And you throw it all back in my face with your foolish behaviour. I don't see why I should bother to continue your training.” Fredrick's face went pale as his master continued to scold him. The “demon” that he had summoned towered behind his master, glowering at him without blinking.
”No! Please! Anything but that! If you throw me out that no one will take me and I won't be able to keep learning magic and it's too late to try and learn a different trade and I would never be able to get a job worth anything and my life would be over.” Pausing for a breath, he opened his mouth a second time to continue, but when he went to talk, nothing came out. With only one finger pointed at him, he had been silenced by his master's spell. He hadn't even spoke it.
”Enough! Enough... What will I do with you then..... Hmm.....” Leaving Fredrick under the watch of his familiar, the old mage turned to leaf through his book for a set of spells. It took a little less than a minute, but to the terrified Fredrick, it might as well have been an hour. With his book in hand, the old master threw a much smaller book at Fredrick, who caught it with both hands. Because of this, he never even noticed the magic circle below his feet until it was too late to get out of it. With a shout in the arcane language, Fredrick was rooted to the spot in the center of the circle.
His master continued the spell, reading parts of it from the book, creating parts where it was needed. Fredrick could feel the power of the spell, his hair crackling with energy and his clothes rippling in the winds of it. He was scared. He didn't know what this spell was intended to do, but the one thing that he knew before it finished was that this was the most powerful spell he had ever seen his master do before. Shouting seven of the ten grand arcane marks, there was a blinding flash and a loud bang. Collapsing to the floor with fatigue, the old mage looked at the now smoking circle. Nowhere to be seen was his apprentice.
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Posted: Fri Feb 24, 2012 6:43 pm
Alana .
Played by:(Dreaming_Ninja_291 cool Commitment: Gamer
Basics Full Name: Alana Zelda Trace Alias: Age: 22 Gender: Female Nationality: Earth/American Ethnicity: Caucasian
Appearance Hair: Shoulder length, medium brown with a tint of red. She usually clips her bangs up so they're not in her eyes. Eyes: Randomly change colors from hazel, to green, to brown. Skin: Pale complexion. Height: 5 feet 2 inches. Weight: 98 pounds. Build: Slight medium build. Distinguishing Features: Crescent bithmark on her outer right thigh. Description: She never really liked the way she looked. Alana always believed her best asset was her eyes because of the way they could change colors. Though she is small, she is still a handful. In fights she usually keeps her distance because of the size advantage almost everything she comes across has on her. She can easily climb trees due to her being so small.
Personality Likes: Solitude. Dislikes: Being unable to think, cold weather. Hopes: Her brother may one day forgive her. Fears: That her brother may die by fire as well. Habits/Quirks: When she wants to sneak quietly, she subconciously walks on the sides of her feet. When she is nervous, she clips and unclips the hair pin that keeps her bangs up. Description: She never usually approaches anyone, and doesn't really start fights. She enjoys watching from afar and traveling in the shadows to avoid confronting unwanted enemies. She can be tempermental, but she knows how to control herself well. Most of the time.
Ability Strengths: Volenteer EMT training in first aid (Expert), parkour type acrobatics (Mediocre). Weaknesses: Close combat. Skills: Observing situations and concocting plans based on her surroundings. Special: Bow and Arrow. (Took special archery classes while her parents were alive, but couldn't afford to the lessons after their deaths. She eventually finds/makes a bow she can use in Aelzxyr) Background Occupation: On Earth, she had worked as a waitress Family: On Earth she had lived with her older brother in an apartment. But now in Aelzxyr she is alone. Hometown: Chicago. Friends/Pets: No friends, one beige and brown siamese cat that had been left with her brother. History: Alana had a wonderful childhood. She was at the top of her class and everyday she would come home to her loving parents, Elaine and Mark, and her brother, Derek, who was older than her by five years. Elaine had been a wonderful nurse, and Mark was a professional EMT technician who taught Alana almost everything he knew.
When she turned fourteen however, her life had changed forever. One late night she answered her door to find a county sheriff waiting anxiously on the other side. He came bearing the news that her parent had been killed in a bar fire.
Fire had taken on a whole new meaning in her life after it had killed her parents. It had the ability to simultaneously give her chills and intrigue her, and soon she found her self constantly exploring its wonders. Burning paper and quickly running her hand over the flame was just how it started. It gave her a small rush, but not nearly as much a rush when it came to burning trash in a can and eventually it led to her setting fire to her own house.
The memories of her lost parents flowed through her mind every day. With every room she walked into, her memories were refreshed, until one day she couldn't take it much longer. First it was the curtains, then the carpet, then her bed, and before she knew it the house was in flames. With her inside. Of course she made it out, but not without receiving smoke inhalation, which she recovered from, and a large, pronounced scar that starts at her right shoulder and twists around her arm until it slithers to the back of her hand. She recieved it when a cable detached and whipped itself around her arm as she was trying to escape.
She didn't get into too much trouble when she caused the fire. She was labeled emotionally unstable due to her parents' deaths and was given a warning as well as mandatory therapy because she was a minor. Though her brother never quite forgave her, they quickly found a small apartment and continued on with their lives. How you got to Aelzwyr:She had fallen asleep on a train, and when she awoke she was in Aelzwyr.
Plotline I want her to eventually fall in love with someone.
Tableau Alana's head banged loudly against the glass of the window. Had she been dazing off again? She consistantly glanced toward the front of the train to be sure she hadn't missed her stop. She felt as if she had been on the train for so long, but it had only been 20 minutes or so since she had gotten on. How much longer? she thought. Her eyelids drooped so low that she had trouble peering through her dark eyelashes. It had been days since Alana had gotten a full night of sleep since her brother, Derek, had been laid off and she had to take a second shift at the restaurant she worked at. She couldn't keep her eyes open for any longer, and before she knew it she slipped into a deep sleep.
Alana opened her eyes slowly, then abruptly stood up when she remembered she was still on the train. But it had stopped and no one was inside it, including the train operator. Had she been forgotten? Did the operator leave the train without knowing she was still inside? No, was she on the same train? It seemed cleaner. The seats were softer and the paint was fresh. It was definitely not the same train as before. The bag she had with her was gone, but she assumed it had been stolen. It didn't anger her though, all it had in it was ten dollars and her phone. Her phone! She darted to nearest open door. When she stepped out she looked up in awe. Alana knew instantly that she wasn't in Chicago anymore when she saw a large sign that read "Welcome to Aelzwyr".
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Posted: Fri Feb 24, 2012 7:19 pm
Alice
Played by: Giyari Commitment: Gamer
Basics Full Name: Alice Alias: N/A Age: N/A She was ‘born’ just before the beginning of the RP Gender: N/A (refers to herself as female) Nationality: N/A Ethnicity: N/A
Appearance Hair: Waist length, blue Eyes: Teal Skin: Light blue, translucent Height: Around 5 foot Weight: N/A (Alice weighs nothing at all.) Build: Petite and dainty Distinguishing Features: Alice lets off a slight glow of light from her body. Description: Alice looks almost like a translucent digital hologram, like an ever so slightly pixelated young girl around the age of 16. Her skin constantly shifts in shades of blues. Her waist length hair does the same but always lands on a shade darker than that of her skin. Alice’s eyes are a constant teal no matter what colours her body is shifting through.
She doesn’t wear clothes as such, instead she is covered by a floating turquoise coloured sash like strip that dances around her body to keep her modesty, not that she feels the need to cover up but it just seems to fit. Her waist length hair floats behind her aimlessly like it’s suspended in water and stays in much the same state unless Alice moves, not even the wind has any effect on it.
Technically she can appear in any shape she chooses, but she seems to prefer to use her ‘natural’ body.
Personality Likes: Anything new and unknown Dislikes: Very little, violence against those that don’t deserve it. Hopes: Alice wants to learn as much as she can, and come to a conclusion about where she came from, and the purpose of her existence. Maybe even develop a physical body so she can experience all she has learned about. Fears: Her existence is so faint to begin with, to lose what she barely has would be a nightmare. Habits/Quirks: She asks a lot, and I mean a LOT, of questions. She also tends to take everything as it comes and at face value. She’s extremely gullible as she doesn’t know much about the world around her at all. Description:Alice is a cheerful and playful character, fun loving, inquisitive, teasing, and loud. She likes to be nosey and is always poking into business that isn’t hers. She sees everything as a game and something new, and could spend hours doing the same thing and talking to the same people. Unluckily for those she wants to talk to, she also asks a lot of questions and tries to learn as much as she can from them. This can end up with her being an annoyance, a very hard to get rid of annoyance that could literally follow you to the ends of the earth. If you get stuck with Alice be prepared for lots of questions and a lot of loud laughing and shouting. However once she’s bored with something she just seems to disappear and go off to find something new to entertain her.
She can be pretty nieve, if you tell her something she’ll more than likely believe you, as it isn’t possible for her to tell lies and truths apart, she doesn’t know enough to work out what to believe. While this gives her bounds of trust in people, it also can give her hard decisions, confusing altercations and lead her into danger.
Ability Strengths: With her being able to travel through objects, such as walls, Alice is pretty good at getting to places others can’t as well as finding items in hard to reach and see areas, even if she can’t actually pick them up. Weaknesses: Her biggest strength is also her weakness. Alice can’t touch anything at all. Another weakness is possibly magic. She hasn’t experienced much of it though so it is unclear as to what affects her. Skills: Her memory is excellent, almost photographic in nature. Her speed and agility are also very high as she can move without wind resistance or gravitational limits. Special:Complete intangibility: Alice is not restricted by, and cannot interact physically with the world around her. She cannot touch, feel, taste harm or defend anything. In turn the world can’t do anything to her; gravity, air pressure and temperature all have no effect at all. She is impervious to physical attacks, and so far also magical, though there is bound to be some sort of spell that can react with her. Using this ability Alice can pass through physical objects and travel great distances with very little effort.
Technically Alice should be able to teleport and shape shift, as well as release bursts of her being as an attack; however, as she is completely unaware of these skills she has yet to even try, never mind accomplish them.
Background Occupation: If she were to have an occupation, it would probably be an information broker, trading info for other info as she has no real need for money. Family: It is unknown whether she has any. Hometown: N/A. Friends/Pets: None. History: N/A. (Alice hasn't existed long enough to have a history.) How you got to Aelzwyr: Alice was ‘born’ into the realm, she appeared in an alley somewhere in Top city.
Plotline Do you have any goals in mind for your character? Explain: Alice will spend her time trying to learn about anything she can and try to make a conclusion about where she came from, and the purpose of her existence.
Tableau Write a brief scene introducing your character. In a quiet corner of Top city, an alley between two imposing buildings, a small spot of light appeared. It faded in slowly as could be noticed without disturbing its surroundings, but it was followed by a noise, a gentle hum of ‘something’. The hum was quite pleasant and melodic, hitting harmonies and notes as it seeped into the background, the light however didn’t fade as cautiously and instead just shut off, plunging the alley back into a dim murk once again.
Silently, there was a pulse, a short soft burst of light again; it faded in, and out, again and again, each time growing slightly stronger, each time forming more of a shape, and each time it lasted a little longer and after a minute or so a noticeable form was visible inside the pulsing glare, gaining a more defined shape as the pulses quickened into a soft strobe. Long dancing hair, slender limbs, petite features gracing the now apparent body of a young woman. She looked delicate, like one touch to her light blue translucent skin would cause her to shatter into glittering dust.
One final bright flash erupted from the body as the form was seemingly completed, all that was the frozen floating body, glowing very lightly with hair catching a non-existent wind being it’s only movement. The gentle hum floating through the background increased in volume as what was almost words drifted between the notes, the body twitched, fingers tightening lightly as it reacted to the noises.
There was one final flash, the humming stopped on one word ‘Alice’ and drifted out from the alley, the body’s eyes opened in reaction. It was awake.
Without a single noise the body drifted out of the alley, floating aimlessly towards the busy streets of Top City.
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Posted: Fri Feb 24, 2012 10:42 pm
Mavi Kralik
Played by: TookieLooCookies Commitment: Hobbyist/Gamer
Basics Full Name: Mavi Zaderius Kralik Alias: N/A Age: 19 Gender: Female Nationality: Konjinian (Konjin, a planet very similar to Earth, the main difference being that the people have bunny ears and bunnylike tendencies) Ethnicity: Cyaneus
Appearance Hair: Cerulean Eyes: Emerald Green Skin: Pale Height: 5 ft 1 in Weight: 115 lb Build: Lanky Distinguishing Features: Long, floppy blue ears, wide eyes Description: Mavi is a small Konjinan girl, although, she would be considered normal height, seeing as how the inhabitants of her planet are commonly small in size. Their races are distinguished by hair/ear color, and the different races usually inhabit their own portion of the planet Konjin. The Cyaneus people live near the equator where it is warm year-round. Mavi's outfit consists of a white button-down shirt, gray cargo vest, red checkerboard tie, black pants and converse shoes. She also wears a black newsboy hat and brass goggles on her head.
Personality Likes: Carrots, astronomy, paranormal things (Ghosts, Aliens, ect.), books, plants, music Dislikes: staying in one place for very long, meat, crowds Hopes: to become an astronaut Fears: Large animals, darkness Habits/Quirks: Her nose twitches (But, that is not uncommon in Konjinians). Description: Mavi is easily seen as a weakling and a coward, but her fear of the unknown is easily overpowered by her burning will and desire to succeed. She is easily overwhelmed and if this happens, she is prone to mental breakdowns. If a combat situation would arise, she would be hesitant to fight due to the Konjinan pacifistic nature, but she would fight as hard as she could by any means to protect herself and/or her loved ones.
Ability Strengths: Stealth, logic, creativity, speed Weaknesses: Physical strength, maintaining composure Skills: Hiding, coming up with plausible solutions to problems, running at very fast speeds Special: Her current maximum running speed is 30 mph
Background Occupation: Astronomy Student of Iridis University Family: Mavi's mother, Alara Kralik is a stay-at-home mom; her father, Ryrin Kralik is a lawyer. She has 3 older sisters, 2 older brothers, 5 younger brothers and 4 younger sisters. Hometown: Garjimbo Friends/Pets: She has a handfull of friends at Iridis, but her closest friend is Pyrinda Mekhak, a rebellious sophomore studying herbology. Mavi had a pet Monarch butterfly when she was a little girl. History: Mavi always had the best grades in High School. She always payed the most attention. She was not into sports, but her friends had once suggested she join the track team. But, It was the most popular sport in the school, and she didn't want to draw attention to herself. When she graduated and was accepted into Iridis University, she immediately grew close to a sophomore named Pyrinda. She helped Mavi to come out of her shell and enjoy life. Although, Pyrinda's methods of coaxing Mavi out of her shy have, more than once, gotten them into serious trouble. How you got to Aelzwyr: It had been a while since Pyrinda's last attempt at making Mavi into a party animal, so after lots and lots of convincing and petty begging, Pyrinda finally got Mavi to skip her classes and go on a rendevous. It was beginning to get late. They decided to spend the night in a field under the stars. Mavi and Pyrinda stared up at the stars, mezmerized until they fell asleep. Mavi awoke at the sunrise alone. She rubbed the sleep from her eyes and re-attatched her hat. As she looked around, she realized that she was not in the same place she had fallen asleep in, and it was unusually cold. She called out for Pyrinda and ran through the forest. She soon realized that she was hopelessly lost and began to cry.
Plotline Do you have any goals in mind for your character? Explain: I don't have any specific "goals" for Mavi, but I really like this idea and I would like to see how it unfolds. I am, however, planning on getting Mavi a gun and engaging in combat at some point.
Tableau Write a brief scene introducing your character.
Mavi slowly opened her eyes and braced herself for the sting of the bright morning sun. She was surprised to find not a bright, open sky, but a canopy of leaves shadowing over her. It didn't take her long to realize that this was not the open field that she had fallen asleep in, but a thick forest. "Pyrinda..." she said softly, as she turned to her side where she had expected to find her friend, but instead found only the forest floor, adorned with dry leaves. "Pyrinda?" She sat up and stated the name of her friend a little louder. Panic began to surface as she looked around. There was no sight of the pink-haired Konjinian girl anywhere.
Mavi's long, blue ears drooped as low as they could. "Pyrinda!" she finally yelled out. "Are you there?" Mavi started to believe that Pyrinda wasn't there at all, but she wouldn't allow such thoughts to arise in a time of panic and confusion. She stood up and did what she did best: ran. By instinct, Mavi started to run past the enormous trees; her head turning in every direction, desperately searching for her friend. She called out Pyrinda's name every once in a while, stopping her pace to listen for an awnser.
Hours passed and there was still no sign of Pyrinda. Mavi slouched against a tree and tried to catch her breath. She sized up the situation; after she had fallen asleep, somehow she'd been magically "transported" to this forest in the middle of God-knows-where. Obviously, her friend had not; which raised some alarming questions: 'Is she still back in the field where they had slept? Was she transported somewhere else? Is she looking for me? Could she have been here?' Mavi started to feel so helpless and scared. She slid down to the ground and buried her face in her hat. The tears began to flow out of Mavi's emerald-colored eyes as if a dam had exploded and now there was only a flood of awful, heartbreaking sobs. 'How the hell did this happen?'
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Posted: Mon Feb 27, 2012 1:41 pm
Mad Sam Champion of Nammu
Communing with the cats.
Played by:Jikial Commitment:Gamer
Basics Full Name: Makar Ruslanovich Tsvetnoy Alias: Mad Sam (preferred name) [He's forgotten his real name is his] Age: 30 Gender: Male Nationality: Russia, Atalan Ethnicity: Human
Appearance Hair: Auburn, shoulder length, with a short-cut beard and mustache. Eyes:greenish gray Skin: light tan Height: 6'2" Weight: 177 lbs. Build: Lean muscular, acrobatic. Distinguishing Features: cut scar on the left side of neck, a cut scar in the shape of a rough circle about 6" in diameter on his lower right back with a burn scar traveling downward ending in a loop, an attempt to remove a branding. Description: Tall and powerful looking, Mad Sam always holds himself straight and proud. His body has come to look as it does through his many travels through Aelzwyr, dealing with necessary, and unnecessary, obstacles. He is proud of his physical health and runs if he does not have to walk, jumps and bounds up stairs, and drags the occasional cart. Unfortunately he goes on spells which may drain him of his near limitless energy due to his psychological makeup.
Personality Likes: Beauty, Scenery, Women, Shiny Trinkets, Baubles, Knickknacks and Animals. Dislikes: Elves, Loud Noises, Unruly Customers, Authorities, Golems, Dragons, Guns and People Who Dislike Him. Hopes: To find a place/person which/who allows him to cast off his restlessness and madness and end the quaking of his mind and energy. Fears: Never settling down, deep water, volcanoes and the undead. Habits/Quirks: Prone to short-term memory loss to outright forgetfulness, manic behaviour that includes and is usually limited to, aggressive cheerfulness, a delusion of grandeur, and the occasional audio hallucination. Description: Descending from a long line of genetic craziness, Sam inherited his mother's genes for insanity. When and if Sam enters into a depression, he often isolates himself until he can present himself as the cheerful person people see him as. His aggressiveness is often intimidating and he lacks the sense of personal space with people he likes and trusts. His personality has made him strangely enigmatic and thus a good seller, able to often intimidate or charm a hard sell.
His madness is in a state of stability but is sure to increase with age and travel but at a slow enough pace that his state of mind will only likely change quickly if something major occurs. He is slow to anger and quick to be rid of it, he handles anger with isolation as well unless provoked to act. His condition worsened because he suppressed himself rather efficiently as a slave.
Ability Strengths: Sam can run and he can scale sheer cliff faces if need be, but his gift is charisma. He also has a mean eye for appraisal. Weaknesses: Guns, magic, and anger. Skills: Social, Aelzwyr naturalist, and item appraisal. Special: Flux feeling; his senses have grown accustomed to Aelzwyr's fluctuating energies that he can often "feel" eventual breaches, causing him to often settle at the spot for any interesting items. Blind rage; when provoked in anger Sam feels no pain and has no hindrance of mind, can and will attack friendly people if they stand in between him and his rage's goal.
Background Occupation: Traveling Merchant, Finder Family: None by blood in Aelzwyr. Hometown: Palappa, Russia / Atalan, Aelzwyr Friends/Pets: Gingoth the Cheap, a Beimini fence/merchant, Hopeless Amalia, Joko the Garish, Silent Ondy, and Radfinger. How you got to Aelzwyr: Born on a village farm in Russia, 1878, Makar and his parents were poor as dirt pumpkin farmers. Makar and his three brothers, all of them Makar has since forgotten, would work long hours in the fields during the day and gather for stories in the village common in the evening. His parents were no more loving to him and the children as they were to the farm animals.
At the age of 16 his parents turned him out with nothing but a cart full of pumpkins to his name, they wanted for him to make a better life for himself in Germany, where the rumours of industrialization and jobs intrigued many villagers to leave Palappa. It was on this journey that a powerful storm raged and he and his cart were caught in a flood. When the waters receded he found himself in marshland on Lemuria armed with only several pumpkins, a broken cart, and his wits.
Makar was enslaved after being caught at an outpost trying to sell his pumpkins to elves which did not understand his language. His pumpkins were seized and shown to a produce vendor who accepted them and the young Makar in an effort to teach the boy their language and thus learn about the pumpkins. Makar was then turned over to the merchant who oversaw the vendor and so his career as a slave truly began. His labor was menial and his duties beyond that were sparse. It was not until he was left alone cleaning a clothing stand in the market that he was given more duties, as he sold a number of jewelry items and a few pieces of clothing for beyond their actual value, indeed because the boy at the time had no idea of the value himself.
After being supervised in several stands his proficiency at sales was noted and he was allowed to vendor his way to freedom. Makar eagerly took that chance and moved his allotted inventory quickly, and in a few cases, illegally, selling to other slaves or those without trade papers.
Having bought himself out of his bonds at 23 through his master's good will and leniency towards slaves, Makar's severance included a bag of petty cash, a burlap outfit and a pair of secondhand sandals. Realising his calling was as a merchant he aligned himself with the merchant ship Merces.
His time as a slave meant the crew treated him as such, and upon their arrival at the seaside village of Hingon Makar succumbed to rage and depression and set fire to the ship, escaping out onto the large island. During his traversal of this island he discovered his first breach, a small pile of artifacts seemingly pulled from nowhere. Wishing to change his appearance Makar donned a USS jumpsuit which would give him his monicker of "Sam", a modern miner's helmet, and a pair of boots.
Among this pile of "treasure" Sam eyed several books, a compass, a sextant, and a bouncy ball. He decided to carry them to the large town of Hanoval where he sat down in the street and sold them. The money was a meager lot but Makar returned to the breach to gather more items and haul them back to the town, eventually earning enough money, and ire from the guards, to leave town for Beimini at 24.
From there his friendship with Gingoth was established (after he bailed Gingoth out from the authorities by convincing them Gingoth was with him when a theft occurred). Gingoth taught Makar about Aelzwyr, opening his mind from the closed spaces of Lemuria and the dank ship and island that followed. Gingoth taught Makar in petty thievery, and Makar traveled with him to gather products from breaches and sell to distant cities. He also introduced Makar to the "finding business", an independent underground operation where merchants would acquire special order items that would normally be sold at higher prices or not at all.
In a series of professional mistakes, Gingoth was finally jailed for unlicensed selling of magical artifacts of both the dangerous and benign variety. He was also raised on charges concerning fraudulent items and worthless goods. He left his inventory to Makar for the duration of his imprisonment and through bribery caused the accessory charges to be dropped.
Since then "Mad Sam" as he had come to be known in the city of Beimini (for he sewed the "Sam" patch to his stockbag) has continued to travel, scavenge, and find all around Aelzwyr. They call him mad because he can sell the sun to a king, has been known to generously give his stock away, and laughs like a maniac.
His run ins with the law are scarce because he does most of his illegal selling (i.e. magical artifacts) on the roads rather than in towns, but he has run from a few occasions of petty thievery, bribed his way out of an "affair" and gotten caught with a "found" item which was then seized.
Mad Sam is registered with the Merchant's Guild as a Traveling Merchant, he is authorised to sell magical goods to the Merchant's Guild but cannot publicly sell them.
His Current Inventory Quick explanation; his main warehouse is in Beimini, but as a traveling merchant he carries a stockbag or pulls a cart. His stockbag is a backpack containing a 50x50x15 internal compartmentalized vacuum, a gift from Gingoth. The external pockets of his backpack are normal and it is on each of these he has sewn a patch with the word "Sam" on it. This is subject to change depending on his actions in the RP.
->If traveling; He will have his stockbag with his "traveling inventory."
Warehouse inventory; (Non-magic) Tons of clothes. All secondhand. Tons of shoes. All secondhand. Several guns and matching ammunition. Knives. Swords, decorative and battle-ready. Toys of various kinds; notable items include, science kit, wind up robot, sockmonkeys, and steam-powered train set. Maps and navigation paraphernalia. Jewelry. [ranging in quality from costume, to cheap, to valuable] Several crystal balls** Decorative vases Three typewriters Scrying mirrors** Several silverware sets Keys and keyrings
**These are items considered to be decorative despite their seeming magic value as the objects themselves do not retain magical properties other than to serve as a focus for a user.
(Magic) Several enchanted melee weapons. Usually weak. Two necklaces designed to provide light to the wearer. Several navigational spheres. A leyline tapper (used to generate physical energy) A cursed mask designed to stick to the face of liars. Several staffs infused with magical energy, can only be operated by those knowledgeable in magic. 4 grimoires (dark arts) 6 spellbooks (accepted arts) Word scrolls Rune sets Alchemy recipe book (considered magic because it can "speak" to the user) 8 Hands of Glory 2 Whispering Skulls Several trinkets Mad Sam cannot identify, just knows they're magical. Three spare stockbags
"Found" items; Riot Shield Assault Rifle Witchfinger Wand (a wand made from carved bone) Witchfinger Staff (a matching staff to the wand) Tamsing (A supposed enchanted mace) Tarnished Crown (whispers to the wearer the names of betrayers, if none, whispers the food the wearer craves most) TallyHo! A Nautical Naughty Book (self explanatory) Morgant's Eye (an amulet designed to be looked through to locate things otherwise hidden or lost) Rosary of Saint Rid'lyeh (provides protection from weak magics)
Found items, through part of the warehouse inventory, are considered bought and sold. They are included only to be comprehensive, and because Mad Sam could always be convinced.
Traveling Inventory; Strange Journal Hitchhiker's Towel Enchanted Lock and Key (makes the container, unless in terrible condition, element/time proof) [Sam doesn't know that] 6 necklaces 8 rings 7 shirts (men) 8 blouses (women) 8 pants 4 skirts 1 combat knife 3 navigational spheres Varied Ammunition (Limited) Light necklace Word scrolls (Limited) 7 Compasses 2 Rune sets 2 Hands of Glory Several babel stones, some faulty Sam's Journal Sam's Food & Supplies
His inventory is subject to change if he gets a chance to steal or scavenge.
Merchant's Mark Merchant's Marks are required by the Merchant's Guild for the purpose of identification and association.
Sam's Merchant's Mark that he hands out are oval patches of varying colour's with the name "Sam" stitched in cursive, to make his Mark less easy to duplicate, the S is stitched that the first curve comes to a point, the tail loops into the "a" at the top, and the "a" connects to the "m" through the top and the first spoke.
On the back of most patches Sam has written words in Sagus, these words vary depending on patches and almost always pertain to weather, emotions, elements, or animals. These words are written in pen.
These Marks are included with his supplies.
Plotline Do you have any goals in mind for your character? Explain: Mad Sam is quite content in the world of Aelzwyr and has long since forgotten Russia. Instead he believes in finding a place of alien beauty and settling down. He hopes one day to meet a woman who could tame his wild mind, but would settle for a location that would do the same. In the short term he wants to make a buck and travel with good people, preferring to be social over solitude. He plans to gain enough money to get his friend Gingoth out of prison by way of bribery. If he can't manage this, he plans to at least make good on his promise to Gingoth to become a trade prince, though Sam can't tell if Gingoth was joking or not. Sam is also under assignment to find a powerful magic gun.
Tableau Write a brief scene introducing your character. A droplet of sweat cut a shining river down Mad Sam's face, ending with a disappearing act into his mouth. This elf was a hard sell.
"It's just a doodad really, a gizmo," Mad Sam said as he plucked the brass bauble out of the hand of the elf, "this spherical memory encapsulator is a child's plaything really." Sam smirked as he turned around, he was making it all up really. He couldn't remember what this brass ball was so it could be anything. One thing he did know was that it had magic, and he knew the elf knew that too.
"That's not a memory encapsu" the elf stumbled on Sam's made up word, "encapsulator."
Sam turned with ferocity to face the elf, letting his left eye bug out of his skull and scrunching his face up, "Well then what is it smartypants?"
The elf responded, taken aback, "it's used for finding your way!"
Sam took a look around, maintaining his face and gruff voice, "Well do you know where we are now?"
The elf mimicked Sam and answered, "well, no..."
Sam interrupted, "and where is it you're headed?"
"A-Atalan..."
"Well you're not gettin' there from here without this!" Sam held the brass ball to the elf and the elf took it readily.
Sam's face entered content, "That'll be a quid!"
The elf mumbled digging through his satchel before handing over the payment. Sam laughed and started pulling his cart towards the distance. It was only a few minutes after the elf disappeared from sight that Sam realised he had sold his only method of navigation. He laughed.
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Posted: Tue Feb 28, 2012 5:20 pm
[Rüd Grülik]Played by: [Mr. Blackbird Lore] Commitment: [Gamer] Basics Full Name: Rüd Grülik (Pronounced 'rude' by those who don't speak from the throat (ie, Americans)) Alias: N/A Age: 25 Gender: Male Nationality: Abwehr, Abwehran Star Empire, The Lonely Expanse, Kikyo Sector Ethnicity: Abwehran: subspecies Nightwalker Appearance Hair: Bald Eyes: Luminescent light blue Skin: Dark gray, like a storm cloud Height: 6'11" Weight: 300 pounds Build: Muscular Distinguishing Features: Massive stature, 4 arms, faintly glowing eyes, and a great deal of tattooing. His tattoos: starting at the elbow of his upper left arm and continuing all the way down to his middle finger is a series of rings varying in breadth. The other four fingers have uniquely designed dragon heads, their mouths open as if swallowing the fingers whole; the top of their heads begin at the knuckles and their snouts reach down to the distal joints. On the palm side of these fingers is a word: “Fear” on his thumb; “Hate” on his index; “Rage” on his ring finger; and “Jealousy” begins at the heel of his hand and runs to the tip of his small finger. His left shoulder and bicep are dominated by a single, dark purple- almost black- dragon, its tail curled around his bicep near the elbow, wings curling around his arm, and its fiery red, beady eyes gazing out from the peak of his shoulder. His right shoulder and bicep are tattooed similarly to his left; all of that space is dominated by a red dragon of similar design, but its eyes are white and soft, and it seems to lack the animosity of its ebon brethren. His left shoulder blade is covered by the orange-yellow outline of a sun: it's depicted as a circle within a circle, a series of zigzags connecting these circles, and 8 wavy triangles spreading outward from the largest. On his right shoulder blade is a single circle reminiscent of the moon turned Yin-Yang. A white crescent makes up a small portion of the right side with a single black dot in the center; what would be the shadow of the moon is black save for a white circle centered within it. Beginning at the base of his spine is an obelisk structure reaching halfway up his back. It is outlined in an eerie green-black color and highlighted with a faint golden aura. An eye rests at its base; it is the Eye of Ra, only it is centered rather than angled, and there are two curly-q's: one to the left and one to the right. Also of note is his nearly immortal, signature grin. You know it when you see it- which is often. Description: Rüd is intimidatingly large in every sense of the phrase. He has a tall and broad torso to accommodate his four shoulder joints. His chin, brows, and nose are wide and all rather flat, further amplifying the image of a storm cloud looming overhead. Upon arrival the Nightwalker is lightly clothed: just boots, belt, pants, and shirt. The boots are leather, steel-toed, and lightly scuffed; indicative of a working man. His trousers- part of a uniform- are colored black with a teal-green stripe on the outside of each leg. This insignia is located over the back-right pocket. The shirt is likewise black, form-fitting, and designed with armholes great enough to encompass both arms on either side. A pair of goggles hangs around his neck, typically used to defend his extremely sensitive eyes from the light of the sun. Personality Likes: A good fight, lazy weekends, people, the nightlife, STEAK, experiencing new things, heavy bass in his music, comedy, and just having a good time. Dislikes: cheating, timid, a**l-retentive, or demanding people; getting angry; vegans; traditional religion; restrictions; sunlight. Hopes: To be able to always say he's lived a good and full life. Maybe have kids and a family some day... Definitely later, though. Fears: Being spaced. Habits/Quirks: He wrestles to settle anxiety or rectify boredom; he can never say no to a physical challenge; Rüd is almost always grinning, even in the face of mortal danger; he loves to tell stories, especially while inebriated; lastly, he smokes cigars strictly in times of celebration or extreme downturns. Description: Rüd is and always has been rough around the edges. He's been fighting for fun and a fast buck as young as sixteen years, and is constantly physically challenging himself. He's very laid back, and for many he's too laid back. While he may seem and behave very shallow, Rüd is driven by his own very powerful personal philosophies. On the surface, he seems a wanton brawler living day to day with no long-term goals of his own- in fact, he doesn't seem the sort of man to plan at all (which is true). A true wandering spirit, Rüd Grülik has never lived in one place for more than two years save for his hometown. This Abwehran is on an eternal quest to expand his repertoire of experiences. While not usually a deep thinker, he's begun to think more philosophically in the last few years and is currently working to “purify” himself mentally. He can get along with anyone provided they're willing to do the same, but is quick to his fists if someone gets uppity. He'll never beat around the bush, and won't put up with others who do. He has a history of problems with controlling authority figures. Ability Strengths: Hand-to-hand combat, heavy weapons, languages/speaking, keeping his cool. Weaknesses: Losing his temper, diplomacy, cooking, being gentle, being patient. Skills: Wrestling, learning languages, handling explosives. Special: Fighting and/or orating while drunk. Background Occupation: Having never lived in one place for very long, Rüd has an extensive list of prior jobs: he has been a space marine, a bouncer, a professional fighter, and most notably a mercenary. His latest work, and the one he was hoping to turn into a career, was placement as the head of security aboard an experimental vessel named YSS Genesis. Obviously, that didn't go over quite as planned. Family: His mother and father, Ula and Emil, still live together on his homeworld, Abwehr. Having been the eldest, Rüd is the first and only to have left the metaphorical roost. He has three brothers and one sister. In descending order of age, they are: Grigori, Klein, Dietrich, and Lola. Hometown: Nightwalkers inhabit the Unterweldt of Abwehr: the underground. Living beneath the surface led them to develop dark vision, hence their name and glowing blue eyes. Rüd was raised in a small community named Kant. It has no significant features or points of interest for anyone who was not raised there. Friends/Pets: His list of friends was merely an abridged list of the men and women he called colleagues aboard Genesis, but they're all dead or MIA. He has no pets. History: Rüd Grülik was raised in a very social and loving family with a comfortable and sustainable paycheck to provide a safe environment. Rüd, however, was never content with safety. Even in his earliest years he was always pushing the envelope. Some might have called him a wild child, but the young Nightwalker simply had a curiosity so pervasive it demanded he discover everything firsthand. He had enough close calls in his first five Abwehran years to fill three lifetimes, and yet he continues to fear nothing. If anything he's become hardier. During those tender years when most children discover a passion for sports, drama, or books, Rüd ignited a passion for rivalry and physical challenge. Despite his aggressive nature, he made friends easily enough. He was never in the limelight, unless he was being pointed out as a prime example of misbehavior. His next great revelation occurred the first day he ventured to the surface: the Abwehran knew he was meant for so much more than living beneath the soil. The desire to explore was awakened in him. Nightwalkers have a coming of age ritual used to determine legitimacy as an adult. The first day, a Nightwalker must go out and discover something new about themselves through meditation. During his time without civilization, he came to realize some very vital and important things about himself and his life; some he vowed to change, others he vowed never to compromise. Upon his return, he was psyched for the second step: all male Nightwalkers must face their father in combat. That endeavor, however, ended in just under five minutes with Rüd the shocked victor. He accused his father of going easy, which was denied, but Rüd remains unconvinced to this day. The third trial is always orchestrated by the mother, and it is meant to test the mental and emotional weaknesses of their child. For Rüd this meant a trial of his restraint and will-power. Over the course of the day, he was presented aggravating and ingratiating situations and conversations designed to make him explode with rage or indignation. Despite knowing it was the ritual, Rüd Grülik nearly failed several times. His success was met with a wonderful celebration the whole block was invited to, as is customary. As an adult he ventured out into the galaxy, one step at a time. It began with the military- a short-lived career as Rüd was never very good with conformity or too much restriction. Immediately thereafter, he got a job on the surface as a bouncer. Rüd Grülik was great at his job and loved every day he worked there. Once he'd accrued enough cash to get off planet, though, he left, and began his quest across the stars. He went everywhere he could, keeping jobs only long enough to ship himself elsewhere. He visited the capitals of Yamatai and Nepleslia, many of the planets and stations in the United Outer Colonies, made a brief and difficult excursion through Elysian space, and even managed to visit the Freespacers for a period of time before their genocide. During a large portion of his travel, he was a mercenary and as such got his hands dirty with a variety of weapons and equipment illegal for non-military personnel to utilize. Due to his size, he was always manning the heavier firepower. He left when internal struggles led to the death of four teammates and a complete overhaul of the mercenary unit. Satisfied with his expeditions thus far, Rüd Grülik decided to slow down. He found himself a job that would sate his two greatest desires: to overcome conflict and travel- that he could make a career of it as well was simply the icing on the proverbial cake. This was to be even shorter-lived than his time in the military, unfortunately. How you got to Aelzwyr: While cruising through space, YSS Genesis was assaulted by an unidentified ship. Designed for research over combat, it fell easily to the assailant's superior firepower. Rüd fled in an escape pod and was allowed to watch the ship explode with over half the crew still aboard. What became of the others who escaped he does not know. After drifting for just under a week, the escape pod deposited the burly Abwehran on Aelzwyr. Good timing, too, as food would have last another day or two- maybe four if he'd eaten a little sparser. Plotline Do you have any goals in mind for your character? Explain: See the sights, maybe learn a little patience and gentleness, and enjoy what Aelzwyr has to offer. After all, it's just one more stop on his quest to see everything. Tableau Write a brief scene introducing your character. Klaxons blaring awoke YSS Genesis's Chief of Security. He had his feet booted in two heartbeats, and was out of his room in four; his roommate had barely begun to stir. Being so small, the Genesis could be walked stern (cafeteria) to prow (hangar) in fifteen to twenty minutes. Rüd Grülik needed to cover only a sixth of that to reach the Bridge. As he came to the door, the ship was rocked. The Nightwalker nearly fell to the floor as the ship went one way and inertia sent him another. After regaining his footing, he made his way inside. The Bridge was a flurry of activity and chatter. He did his best to stay out of the way while seeking Larai-Taii: the ship's second-in-command. He found the blond man standing off to one side, watching everyone passively. Upon sighting the Nightwalker, Seth Larai offered an explanation and an order. "We're under attack. Organize an evacuation." "Sir!" Rüd bellowed and turned on his heels. He had jogged to the Bridge; now he sprinted to the port living quarters and began herding his colleagues out of their rooms and to the escape pods. Other than the occasional shake, the ship seemed to be doing well, and all of the port side was swiftly cleared. He headed to the starboard side of the ship to make sure everyone was out. The security chief had crossed the hall and was about to start shouting for a roll call when the elevator at the head of the starboard dormitories erupted. It was immediately succeeded by a great gasp as space inhaled as much of the artificial atmosphere as quickly as it could. The Nightwalker was picked up off his feet and pulled toward this great opening only to be simultaneously saved and abused by a bulkhead slamming shut before him. He struck the bulkhead like a dumbbell, his face saved any serious trauma by a thick forearm. For the second time he nearly fell on his a**, but managed a recovery. The entire starboard wing was cut off; none of them would make it, he realized. It was time to go. Rüd hauled a** to the port stairwell, went down one level, and ran as fast as his musclebound legs would allow to the nearest escape pod. Next came the moral dilemma: wait, or launch? In total the four-armed man spent a minute and a half debating this topic before finally ejecting the escape pod. And not a moment too soon. The escape pod put him on a course for the nearest planet, which happened to be uncharted but possessing an adequate atmosphere according to the pod's primitive sensors. He would have arrived in a matter of hours if the Genesis had exploded just a couple minutes later. As it stood, the detonation of the nuclear-powered core sent the Chief of Security's escape pod careening wildly through the void. There was no chance to correct his path, only smooth out the wild spin and hope he landed somewhere safe. Six days of solitude ensued. Solitude was easy to deal with. The confined space was not. Thankfully there was enough room to exercise, which would tire him out and keep his mind unfocused. Thinking about his dilemma would have only worsened matters. Even so, his mental state debilitated. He became increasingly anxious and fidgety. Sleep was becoming more of an irritant than a relaxant. On the sixth day, the pod rattled. Unsecured, Rüd rolled about the interior, but miraculously broke nothing. That the pod's computer had not alerted him to impact was alarming; that it had not even registered an approaching cosmic body or atmosphere was even more disconcerting. He had to wonder if he'd landed or just been hit. When the terminal announced that, "It is now safe to exit the pod. Please step carefully as the pod exit is currently angled forty-five degrees upward from the surface," he found himself questioning the validity of the statement. Still: what was there to lose? Rüd popped the hatch, and flinched, expecting vacuum. Instead, cool air caressed his fingers, his wrist. He was safe. He had landed. Now where the hell was he?
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Posted: Wed Feb 29, 2012 5:05 am
Linda 213
Played by: Venom3001 Commitment: Gamer
Basics Full Name: Linda 213 Alias: N/A Age: 20 Gender: Female Nationality: The Eternal Empire (Seemingly an alternate Earth) Ethnicity: Human. Characteristics imply a mix of East Asian and Iberian ancestry.
Appearance Hair: Long. Black. Smooth. Eyes: Almond shape, brown irises. Skin: A moderately dark tone by genetics, but with an almost sallow quality from years of inadequate light. Height: 6'1 Weight: 220 pounds Build: Muscle in a borderline-unsustainable ratio - the Eternal Empire's fitness regimen is not gentle. Distinguishing Features: Like every other member of the Eternal Empire's corps of Arcane Light Infantry Combat Elements, Linda has her ID number tattooed on the back of her left hand: 213, in a rectangular digital-clock-font. Description: Nobody can fault the Eternal Empire for its feats in nutrition and health care; Linda is, like most females in the Eternal Empire, over six feet tall. Like any member of its military, her body is a finely honed weapon, further enhanced by her magic.
Personality Likes: Her newly-discovered freedom, fuzzy animals, weapons, human anatomy. Dislikes: The smell of blood, the sight of blood, disloyalty Hopes: That others from the Eternal Empire may end up in Aelzwyr Fears: Her urge to return to the Eternal Empire, lest she abandon her old comrades. Habits/Quirks: Linda frequently flexes her hands, often while looking at them if not otherwise occupied. Description: Linda possesses an intense attention to detail, and her compulsive scanning of her environment is only aggravated by the loss of her helmet and its sensory suite. She's extremely nervous; Aelzwyr seems far too good to be true in her eyes after living twenty years in the Eternal Empire.
Ability Strengths: Linda is agile, strong, smart, and wizard. Having been trained militarily since the age of 12 and having seen combat since 17, Linda's mere existence is a testament to her tenacity, skill, and adaptability. Weaknesses: Being a child soldier takes a toll morally and socially. Her sense of right and wrong is heavily skewed by Eternal Empire indoctrination and she doesn't really know how to handle herself around people outside of a military hierarchy. Skills: Parkour, shooting, magic Special: Her already-impressive physical abilities can be augmented with her magic; with her suit assisting, she can cast several of her most common abilities nearly effortlessly.
Background Occupation: Eternal Empire officer / fresh arrival to Aelzwyr Family: Removed from it at age 12 Hometown: Removed at age 12 Friends/Pets: ... Removed at age 12, basically. More recent ones have all been other Arcane Light Infantry Combat Elements. History: Brought into the Arcane Light Infantry program before she hit puberty, war has been almost the entirety of what Linda has known for her entire life (though that doesn't mean she has to like it). Already a 3-year veteran, her magic capabilities made her a squad leader, putting her in charge of a pair of fireteams with a second ALICE providing the magic for the second team. This worked perfectly right up until it didn't. How you got to Aelzwyr: "Well, last I checked I'd been shot in the shoulder..."
Plotline Linda 213 needs to resolve being torn between the feelings of duty to her past comrades and the realization that she can spend the rest of her life in relative peace if she simply chooses not to pursue a way back.
Tableau The assault rifle spat out a pair of three-round bursts. Each one hit its mark, dropping wounded opfors to the ground before they could reach the rooftop's sparse cover. Her barrier was taxing on her though, and she wasn't sure how long she could hold the magical protection at this rate.
The answer, it turned out, was "Until you take a round to the shoulder from the next building over." As Linda processed this, she stumbled back. Her squad's members dragged her behind an air conditioning unit as the barrier died out and her much less skilled lieutenant covered the movement. As their extraction came, Linda fought desperately for breath. It surely shouldn't be so hard to breathe, right? And it was so dark, and her field of vision felt so narrow....
Linda was not conscious when their V/STOL extraction came and the soldier carrying her took a round at the edge of the roof, sending her tumbling and throwing Linda's body off the edge.
When Linda awakened, it happened slowly and laboriously. She groaned, as all of her joints felt like they were more or less made of aches. She opened her eyes and saw nothing but the familiar layer of smog- wait, no, that... purple? That couldn't be right. Her efforts to reboot her HUD to resolve the apparent hue shift were to no avail. A second effort, producing a similar lack of response, led her to wonder what exactly had gone wrong. Her eyes moved back and forth. Nothing but that blue. She tried to move her neck, but the soreness rapidly killed that notion.
Instead, Linda decided to concentrate on the strange softness behind her head. It didn't feel like the padding her helmet normally did, she thought. Had her helmet been compromised? Were her brains leaking out of her skull and she just didn't realize it yet? She fell back asleep. It would resolve itself soon enough, either way, she'd bet.
The same purple "sky" greeted Linda upon her awakening. This time she managed to turn her head andHOLYSHITWHATISTHAT!? She was surrounded by small green... needles, but wide. Rods, but narrow. Blades, but not sharp enough to cut. She immediately jumped to her feet, felt her head and realized her helm was missing, and spun in panicked circles at her unfamiliar surroundings. What IS this...?
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Posted: Thu Mar 01, 2012 9:13 pm
Inspector Jim McPherson
Played by: Storm Aether Commitment: Gamer
Basics Full Name: James McPherson Alias: "Inspector," "Detective" Age: 48 Gender: Male Nationality: USA, 1930's Earth Ethnicity: Caucasian
Appearance Hair: Brown with some gray, parted on the side Eyes: Green Skin: Pale Height: 6'6" Weight: 312 lbs Build: Considerable muscle and fat; Bruiser. Distinguishing Features: Multitude of scars Description: Built for intimidation, but not subtlety, Inspector McPherson is tall, broad, and powerful. He has many scars, but most are perpetually hidden under his cliche khaki trench coat. The most obvious are the horizontal line on the right side of his forehead, and the bullet graze forbidding the growth of hair on the left side of his head, both resting just below the brim of his understated fedora. the look of his eyes and the way he carries himself betray a reserved, defensive nature, and an acute awareness of his surroundings.
Personality Likes: Guns, helping others, rainy days, cigarettes, baked goods, chili dogs, well-lit environments, and the occasional hooker. Dislikes: Violations of personal rights, hot weather, animals, people who ask too many questions. Hopes: To get even with the man who nearly killed him, and clean up the streets of New York. Fears: Drowning, helplessness. Habits/Quirks: Jim smokes constantly in places that are too dark. He always wears long sleeves and pants. Description: Socially, Jim is reserved. He asks little and has little to say. When he has a goal, however, he is aggressive and driven. He possesses good leadership skills, but never uses them to actually lead people, because of a lack of trust in others.
Ability Strengths: Marksmanship, close combat, detection, problem solving, interrogation, feats of strength. Weaknesses: Stealth, agility, peaceful negotiations, teamwork, adaptation. Skills: Trained at the police academy for basic marksmanship, hand-to-hand combat, and investigation. Special: Keen Senses: all of Jim's senses are extremely well honed. Whether it's reading facial twitches and eye movements for signs of a lie, or spotting a tripwire in the dark, nothing gets past the Inspector.
Background Occupation: Private investigator, ex-detective Family: His 74 year old mother lives in a private rest home outside New York city limits. She suffers from senility. Hometown: New York, disappeared in 1937. Friends/Pets: N/A History: Jim's father, Richard McPherson, was am upright and over-achieving police lieutenant. Jim had profound respect for his father, which set the course for the rest of his life. In 1908, Jim entered the police academy immediately after graduating high school. He was signed, by no mere coincidence, to his father's unit. After six years on the beat, Jim was promoted to detective and transferred to the organized crime unit. In 1924 Richard McPherson, then a captain, was assassinated by an up and coming criminal element. Finding himself surrounded by corruption in the force, Jim began to work alone, constantly working on his father's case in the sidelines. In 1930, Jim found he could no longer continue to function as a police officer, and left the force to open his own office. How you got to Aelzwyr: After a set up at a closed down distillery, Jim fled the scene in a daze, and found himself in Aelzwyr.
Plotline Jim is obsessed with getting even with the man who set him up.
Tableau It was a case like any other. Some rich family's daughter goes slumming and disappears without a trace. No ransom. No clues. The police don't care. Jim took the case expecting the girl to turn up in a gutter somewhere raped and full of drugs, to be mistaken for a hooker and disposed of. He didn't expect to end up chasing shadows all the way to the old Jack Nut distillery on the edge of town.
Sitting in his black coupe looking out at the boarded-up five-story building, Jim couldn't shake the feeling he had been lead here. It was too easy. That lead was too obvious, and too shaky. It should have been a dead end, but it wasn't. The car door creaked open, and a single long, powerful leg swung out onto the ground. Then another. Finally, the tall, sturdy frame of Jim McPherson emerged from the tinted windows of his car into the cold, dark night.
With a glance at the surrounding area, Jim reached back into the car and retrieved his fedora to guard his aging head against the cold breeze. Walking down the drive towards the ominous structure before him, he lit a cigarette to ease his mind. It was then--in the flash of sparks from his lighter--that he saw it: A glint of steel in a second-story window. It was a trap.
His coat whirling behind him, he spun to retreat, but it was too late. A freight truck roared to life and smashed his puny car off the road long before he could reach it. A small fleet of sedans screeched into the drive, the men inside bearing guns on the lone investigator. Armed men appeared in the factory windows, and bursting forth from the front door, all aiming guns at Jim.
As the noise died down, the echo of a slow clap could be heard from within the distillery. The source, a well-dressed, middle-aged man emerged. The gangsters nearest the door made way for him. "Just as I expected, Detective McPherson. Followed the smell of cheese right into the rat trap. You just can't resist, can you?" The mysterious man taunted arrogantly.
The filter of a cigarette was crushed between clenching teeth. "Bernatelli. Don't think this over." The detective announced grimly in a gritty baritone. "Still think you're going to lock me up? Even if you could, I'd be out in days," the rival replied. "I'm not gonna send you to jail, Bernatelli. I'm gonna send you to hell!" Jim shouted in reply, his cigarette falling limply from his lips as he reached into his coat for his gun.
The ground was illuminated when the cigarette met the asphalt in a shower of sparks, reflecting the burning barrels that flashed when Inspector McPherson met Boss Bernatelli in a shower of bullets.
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Posted: Mon Mar 05, 2012 5:22 pm
Quintus
Played by: SirBayer Commitment: Gamer
Basics Full Name: Quintus Junius Furius Alias: QF Age: 28 Gender: Male Nationality: Citizen of Lepcis Magna, post-post-apocalypse alternate Earth. Ethnicity: Northern African
Appearance Hair: Black, 1-2 inch cut, combed neatly with a right-side part. Neatly trimmed chinstrap beard of same color, 1 inch in length, comes to point at chin. Eyes: Dark blue. Somewhat heavy-lidded. Skin: Fair, nearly pale. Height: 6’ 1”. Weight: 175 lbs. Build: Lightly muscled, of fairly average size. Distinguishing Features: Three massive scars,running from right cheekbone to left side of chest (with break between chin and collarbone) Description: Tends to slouch. Noted to move deliberately at all times. Clothing: Dark, heavy raincoat, black waistcoat, white long-sleeved shirt with blue tie. Black slacks, black dress shoes. High-quality watch on left wrist. Leather gloves. Gray fedora, mostly unfolded.
Personality Likes: Closing cases. Relaxing. On occasion enjoys a challenge. Won’t admit it but to some degree enjoys combat. Dislikes: Empty wallet, empty stomach, introspection, traffic. The last probably most of all. Hopes: to keep doing police work without having to deal with his own problems. Fears: that he won’t be able to do that. Also, dragons. Habits/Quirks: Avoids quick movement whenever possible. Almost always overdresses. Plays with his watch when uncomfortable Description: Tends to stay fairly private and feels uncomfortable in crowds. Strong sense of justice which he ignores as often as possible. Attempts to remain laconic, but can easily get to talking too much, particularly if excited. Acts jaded but is rather hopeful and is incredibly self-confident, allowing him to believe he can fix most anything with time.
Ability Strengths: Following trails, solving puzzles, thinking in general. Very good shot with a pistol, tough enough to brute force through most melee battles, though he prefers a victory by trickery. When inspired, moves extremely quickly on foot. Drives well (particularly in chase and urban scenarios) almost beyond belief. Weaknesses: Is no diplomat. Not easy to motivate normally; entirely too easy to motivate if he believes right or wrong is on the line. Lacks any kind of supernatural ability. Also, scared of dragons. Skills: High levels of experience in criminal investigation. Excellent pursuit driver. Trained gunman. Semi-experienced leader; often the brains behind brawn. Special: Lacks any outright magical trait, although his sheer refusal to die, circumstances be damned, borders on the supernatural.
Background Occupation: Part-time police detective, part-time private eye. Family: Aias Cassianus, part-time uncle, part-time missing guy. No other living members of family. Hometown: Lycinia, small desert village. Friends/Pets: Gnaeus Numitor, Vigilante leader and part-time pilot. Obviously not present. History: Grew up in Lycinia. Events unspecified resulted in full family death and permanent departure therefrom. Arrived in Lepcis Magna, where he discovered a woman’s corpse where Aias should have been. Resulting investigation landed Quintus a job in the police department. Several years of employment, both there and self-employed as a private eye, saw him make great strides toward removing the mob groups controlling the city (with heavy assistance to and from the Vigilantes). Having nearly cleaned out the city, Quintus was preparing to move on. How you got to Aelzwyr: During an attempted hit, Quintus escaped from the city via car, ended up stranded in the desert. Wandered for a day or so before losing consciousness and arriving in Aelzwyr.
Plotline Do you have any goals in mind for your character? Explain: Quintus just wants to get home. Still, he’s a sucker for a man in need.
Tableau Write a brief scene introducing your character. Rain, as always, was the constant in Lepcis Magna. Quintus stepped onto the sidewalk, glancing up and down the street. It was quieter than he’d expected, seeing as now was the hour when the night crowd came out. Street lamps illuminated the occasional passing car, each spitting droplets across pedestrians. In other words, it was a fairly ordinary evening, and it was time for Quintus to head home.
It took about two blocks of walking for Quintus to spot it, but it became pretty obvious pretty quickly: he was being followed. A large fellow in a military-style trench coat had closed to about thirty meters and was attempting to appear not to be looking at Quintus. This sort of behavior was generally associated with spooks who didn’t know their business, and given the size of this one, Quintus was guessing he was dumb muscle. That meant it’d be pretty easy to lose him, right?
Well, not quite. Another three blocks and the idiot was still right behind him, same guy, same direction. Even when Quintus led him around a single block twice. Ducking into buildings hadn’t worked - he’d waited outside - and losing him in traffic hadn’t worked - he’d somehow managed to weave through the cars - which left one last option: Direct confrontation. Quintus stopped on his heel, turned about, and looked dead at the man. This inspired less surprise than he’d hoped. In fact, the man seemed to have been waiting for it. He had a grin on his face. Not good. A car pulled to a stop next to him, loaded with men, and Quintus decided on a new plan: Run.
Away, however, was not part of his plan. Quintus charged straight into the trench-coated man, which the latter hadn’t anticipated. He fell, arms wheeling, while Quintus sped down the street, suddenly aware of gunfire and the distinctive “ping,” of bullets hitting metal. Turning a corner, Quintus spotted another car pulling up, this time manned by only one. Perfect. The door was only half open when Quintus vaulted the hood and smashed the door back onto his victim, stunning the man and allowing Quintus to toss him out. Sliding into the driver’s seat, Quintus floored the pedal, pealing out into a quick 180 on the wet road. The other vehicle turned in behind him, and Quintus pushed harder, speeding towards the outskirts of town.
For two or three hours this continued, the cars racing out of the city and onto the broken highways, forced to slow by the rough roads, until finally Quintus grew sick of the enemy being right behind him and pulled a sudden left into the sand. The other car stopped immediately, unwilling to brave the sand for fear of becoming stuck. Quintus gave that a chuckle. Silly of them not to chase. Two days later, Quintus came to the conclusion that the other car had had the right idea. At least they’d have just shot him instead of a death of dehydration. His last thought before collapsing to the sand was of regret.
He awoke with his face in water. In fact, that was what woke him up. Fresh water, on his face. In the desert? Impossible. Rolling onto his back, Quintus absorbed his surroundings. Well, this wasn’t anywhere he recognized. And if it was the afterlife, he was disappointed - he was still thirsty and covered in loose sand. Testing the water, Quintus determined it was fresh, and he’d rather die of disease than dehydration. Once he’d managed to sate his thirst, he stood up unsteadily. He still had his Colt, and he could walk, if only sort of. Time to find out where he was.
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Posted: Tue Apr 10, 2012 12:22 am
Castor Kerberos
Played by: thegoodsamaritan Commitment: [Gamer]
Basics Full Name: Castor Adrian Kerberos Alias: The Ascended Path, He Of Many Faces Age: 144 (age regressed to 19 after entering Aelzwyr) Gender: Male Nationality: Umashen (ex-patriate)/Mishran (current nationality), Mazda World-Shards Ethnicity: Luminaren (Mazdan equivalent of elves)
Appearance Hair: Onyx grey. Cropped short, always untidy (occasionally singed). Eyes: Luminescent green Skin: Dark tan Height: 6' 0" Weight: 166 lbs. Build: Tall, slim, but very firm and compact. Reminiscent of an acrobat, or a runner. Very agile, very flexible. Distinguishing Features: His most prominent feature is his eyes, which are constantly glowing an emerald green color. Apart from that, he has two horns- one growing over each ear- glossy black, curved, and pointed forward. His ears are also longer than most other elves- each about six inches long, and both pierced multiple times with hematite jewelery. Description: Castor's face is very sharp and thin, leading some to compare his features to a rapier. He also has a very neatly-trimmed beard. Once, he was covered in a patchwork of scars, but his age regression has changed that, leaving him with only one, a pure white slash along his jawline.
While less than inconspicuous, given his job, Castor still dresses in traditional Luminaren clothing, which is built for stealth and ease of movement- baggy black pants, a form fitting black sleeveless top, black leather bracers, and a black longcoat. He has very little adornment, apart from his earrings, and a bandolier over his left shoulder, containing several crystal vials. These vials contain small tokens called Arcana, evidence of Castor's contracts with powerful beings for use in his magic.
Personality Likes: Holding lengthy conversations with eldritch creatures and physical gods. Also, teaching. Dislikes: Other elves and arrogant/superior-acting people. Hopes: Hopes to be able to return to his position at the Highborn Ministry and continue to teach his students. Fears: That it will take another 100 years to regain his former powers. Habits/Quirks: Will sometimes appear to talk to/hold conversations with his Arcana. Description: Quiet, withdrawn, enjoys his solitude. Loves to read, often distancing himself from other mortals to focus on reading or other pursuits, such as practicing swordplay or magic. Often aside from groups, quietly observing them in an almost scientific manner. Still feels shame for his Luminaren heritage.
Ability Strengths: Castor is an accompished Conduit- a mage that uses Arcana to draw magical power and abilities from powerful magical creatures. With well over a century of experience wielding Arcana, Castor is more than capable of defending himself with a variety of magical and physical abilities. Weaknesses: A Conduit must draw upon their Arcana to use their powers- separating them from their Arcana renders them almost useless. While Castor has trained himself in various swordfighting styles, he is too used to fighting with his Arcana to be anything more than skilled. Also, all but one of his Arcana have been rendered completely inert on Aelzwyr, and the only working one he possesses has been severely weakened compared to its former strength. In addition, Castor's younger body has not adapted to large amounts of magical exposure, meaning he cannot use too much power without causing himself serious harm or even fatal injury through energy overdose. Skills: Very good at adapting to new Arcana. He is also trained in various sword-fighting styles from his world. The Arcana that have survived Castor's trip into the Aelzwyr- and which are still potentialy usable- Scale of the Dragon-God- Iridescent blue scale granted by Ahura, He Of Endless Oceans, patron god of the Mazda World-Shards. Grants formidable reality-warping powers to its user; rendered completely inert due to magical burnout- unclear if it can be recovered, or how powerful it would be. Storm-Steel Shard- A sparking shard of dark green metal from the armor of Susano, Wandering God of Storms. Bestows high grade electricity-based magic upon its user; severely weakened in Aelzwyr. All other Arcana in Castor's possession are completely unusable on Aelzwyr. Special: Can recognize creatures eligible for Sourcing (contract that grants a Conduit his Arcana and powers) by sight alone, and- through concentration- communicate with them. He can also approximate magical potential in other mages/beings.
Background Occupation: High Prelan of the Highborn Ministry Family: Has no family that he has kept in contact with. Hometown: Born in Rue, Umashi central territory. Currently lives in Ira, capitol of Mishra Prime. Friends/Pets: Appears to have no friends beyond his Sources; very solitary. History: Castor was born on the strange world of the Mazda World-Shards, the shattered remains of a planet struck by a cataclysmic force in the distant past, then saved by the mighty Blue Dragon, Ahura, He Of Endless Oceans, who saved his favored people by suspending the world's fragments in their chosen orbit, and binding their rivers, waters, atmospheres and peoples to the Shards' surfaces. Castor was born into a world at war, one started by his people, the arrogant Luminaren, who had begun a conquest of racial dominance over the other Shards. Though their numbers were fewer than other races, the Luminaren were superior in strength and strategy, and the war went badly for the other races. Castor, a high-ranking officer within the Luminaren forces, had a firsthand account of his own kind's cruelty, and was forced to commit some of the same cruelties himself.
Sickened by his brothers' atrocities toward the "lesser kinds," and moved with sympathy toward the very people he was meant to subjugate, Castor abandoned his forces, seeking asylum with the Mishrans, the last stronghold against the Luminaren army's total domination over all of Mazda. Castor, wishing to end the war concisely, provided damaging information about the Luminaren mobilization to the Mishrans. Armed with this information, the Mishran forces routed the Luminaren, surrounding them and eventually forcing their surrender. Soundly beaten, the Luminaren were forced to retreat back to their home Shard.
After serving a trivial sentence for his efforts against the Mishrans, Castor was allowed to remain on Mishra Prime, for there was no place for him amongst the halls of his own people. It was here that Castor decided to live out the remainder of his days, trying to atone for his crimes, and to wash the stigma of his kind from his memory. Castor trained diligently, becoming a renowned mage and swordsman, eventually becoming the leader of the Highborn Ministry, the most prominent mage academy in all of the Shards, becoming a champion of the Mishran cause, a hero to his adopted people. Yet, even with all his successes, Castor never felt truly free from the crimes of his homeland, the memories of his own faults always hanging over him. Thus, he gradually grew more and more withdrawn, fearing rejection amongst his new people because of what he represented.
Then, in the fourth year of his service as High Prelan, the Shards were threatened by a psychotic Conduit by the name of Magnus the Night, who was destroying civilian cities across the Shards, promising leniency only when he had been proclaimed king over all of Mazda. Castor embarked to challenge Magnus, their battle raging across all of Mishra Prime, eventually leading to the capitol city of Ira, where Magnus was critically wounded. In a final desperate gambit, Magnus overdrafted power from his Arcana, hoping to overload himself and destroy Ira and its people in the ensuing explosion. Faced with little choice, Castor tapped the power of Ahura, weaving a gateway that would take Magnus far from Mazda, to die alone. The spell was a success, but there was a price- for when the spell was finished, there was no sign of Magnus or Castor, both of them gone, without any trace. How you got to Aelzwyr: Accidental transportation caused by drawing power from Ahura.
Plotline Castor is very eager to get back home to Mishra, and will pursue this single-mindedly. The driving point of his development will be how close he wants to work with others to acheive this.
Tableau Castor jumped up, coughing and sputtering, half of his face wet from the puddle he was lying facedown in. He hacked the remaining water out of his lungs (he hoped), and sat back, looking about, panting heavily. His body felt so weak- his arms and legs were shaking uncontrollably, and his vision was hazy at best. As his vision returned, his mind kept conjuring more and more questions. He was in a forest of some sort- very green, very lush, and very wet. It seemed to have just rained, or something. Castor groaned, his head suddenly pounding, and he lay back on the spongy forest floor. This must have had something to do with channeling so much energy when he fought Magnus the Night--
His eyes snapped open. Magnus. The fool had started overdrafting from his Arcana- he would have destroyed half of the Shard if Castor hadn't reacted.
I wanted to move him... away from Ira. Away from Mishra. So he wouldn't hurt anyone else. And I started to do... something... with Ahura's Arcana. And then everything got bright, and... Castor turned on his side, closing his eyes in pain. A teleportation spell, perhaps? And I got caught up in it, somehow. A small flash distracted him, and he opened his eyes. Another flash, and he saw the cause. It was an Arcana, lying on its side, filled with still-smoldering ashes. Castor thought back- black flames, burning cold, a madly-grinning face--
Castor sat bolt-upright in revulsion, retreating from the Arcana. That was one of Magnus', one of his worst. Likely the one that drove him insane in the first place... The Arcana flashed again, and a tiny crack appeared in the vial. Another flash, and there was another crack in the vial. The cracks continued webbing across the vial, until the vial shattered, flying apart, then crumbled into dust, blowing away in the wind. Castor let out his breath in a massive sigh of relief- the Arcana broke. The contract was broken. Magnus was dead- Castor had won. Castor started to get up, looking down, his eye catching his reflection in the pond he had awoken in--
Castor froze. He stared at his reflection in the pool, dumbfounded, for it was not his face that was reflected. At least, not the face he remembered. The face was young- exceedingly young. Barely past puberty, he imagined. His various scars and marks- proof of his conquests, his honor- had been wiped clean, save for one, along his jawline. His father had given him that. He felt at his face, poking and prodding it, but no matter how he tried to manipulate his features, they stayed resolutely young.
He fell back again, sitting dumbstruck on the forest floor, processing all of this information. He was young again. Far too young. Especially for one of his station. He patted at his chest, feeling his bandolier, which was a relief. Relief turned to horror as he realized how light his bandolier felt, though not in a physical sense. As an adult, the power of the Arcana in his possession was always a comfortable magical pressure upon his chest. Considering his newfound age, this pressure should almost be oppressive now. Yet, he felt... nothing. He quickly started grabbing at each of the vials, trying to call upon each of them, only to be granted with silence in response, his movements growing ever more frantic. The worst came when he reached Ahura's- the vial was ashen and smoky, as though it had been thrown into a fire. Castor whimpered in frustration- the damn thing had been burnt out by his efforts.
"Ahura rakash'ka," he swore, wincing as he did so- not at the oath, but at the voice that issued it. Yet another reminder of his newfound, unwanted youth. He sighed, looking up at the forest canopy.
What the hell has happened to me...?
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Posted: Fri May 04, 2012 10:20 am
Mac
Played by: SirBayer Commitment: Gamer
Basics Full Name: AUTOMAC-000 Alias: Mac, Zero (Commissioned Only) Age: 3 Gender: Built with masculine tendencies Nationality: Holzmann Autocracy, Thungrian Confederacy, Mutterboden Ethnicity: Robotic
Appearance Hair: None Eyes: Optical devices, covered by glass, mirrored Skin: Stainless steel Height: 1.8 m (5’ 11”) Weight: 156.6 kg (345.1 lbs) Build: Custom. Distinguishing Features: Mac is average in most ways except for being a robot. Description: Mac is relatively humanoid, but his build is dissimilar enough to make him blatantly inhuman. His head lacks a variable-position jaw, instead featuring a plate over the chin, while a large fluted plate with a central ridge sits atop his “forehead,” and runs back to about the apex of the “skull.” His face is flat, aside from a speaker port in the mouth zone and a pair of slightly recessed “eyes,” covered in heavy, mirrored glass. His torso consists of a rigid “rib cage,” with a ridged forward plate that peaks at about chin level, though forward from it, and a flexible stomach area consisting of overlapping plates to maintain a fairly solid external seal. His upper arms are narrow metal tubes with wider-mounted plating approximating human width, although the plating on the right arm is missing. His left arm has another layer of even heavier plating running along the external portions of his arm, as well as forming a layered-plate design over the elbow, much like the lower torso. His legs consist of plats over narrower cylinders and are of approximately the same size as human legs from top to bottom; like his arms, the left hip to ankle has an extra set of plating, wide enough to cover most of the enemy-facing portion of the leg. Mac customarily dresses in Holzmann grey fatigues, though as of his arrival to Aelzwyr he is only wearing the lower end thereof, even without the boots normally afforded him.
Personality Likes: Learning. He hasn’t gotten enough experience to know what he really likes. Dislikes: There isn’t a whole lot. He is, however, hard-wired to prevent his own death/destruction however possible. Hopes: Mac is too young for hopes. Fears: Mac is too young for fears, aside from death. Habits/Quirks: Commissioned and Decommissioned modes. Description: Mac is, in many ways, like a child with an overdeveloped mind. His experiences are so intensely limited despite his relatively average intellect that his behavior is that of the most reserved child imaginable. After all, what he lacks in normal experience he makes up for in discipline. Most notable of all, however, is Mac’s split personality. He exists in the aforementioned varieties of Commisioned. When Decomissioned, his personality is as formerly listed; however, when Comissioned, Mac refers to himself as Zero and becomes little more than a war machine. His vocabulary changes radically, as does his voice (dropping by as much as an octave and a half), and he obeys any and all orders given via chain of command, while considering his situation through the eyes of a soldier. His split personality does not eliminate his memory, though neither side has any reason or any inclination to dislike the other.
Ability Strengths: Extremely experienced in small arms operation and maintanence. Familiarity with military vehicles and equipment of all sorts. Extreme familiarity with close quarters combat. Difficult to destroy or damage with small arms. Good senses built in. Weaknesses: A generally vague understanding of human nature, often leading to misapplication of force. An extremely vague understanding of the nature of anything explicitly non-military, leading to various other missteps. Has a personality utterly unprepared for life alone. Skills: Mac is a robotically accurate shooter, well-versed in hand-to-hand combat, capable of engaging armor, aircraft, or watercraft, and operating most of the same, though mostly without skill. Special: Mac, as a robot, is capable of sustaining movement at faster speeds for longer than humans. This applies both to moving on foot and movement as simple as arms or head. As part of his improved senses, his range of vision, though stereographic, is approximately equal to a human’s, despite his inability to move his eyes.
Background Occupation: Soldier, AWOL. Family: None; no other prototypes were even assembled. Hometown: Holzmann Skunk Works Friends/Pets: His only friends were soldiers, who have likely been sent to the front lines now. History: Developed as part of a Holzmann initiative to supply the Thungrian Confederacy with “ultralight self-propelled armor,” AUTOMAC-000 was the first prototype presented by House Holzmann. The Committee of Generals was impressed by the design and ordered further work done, most of which involved training Mac in combat skills. After three years of heavy training, however, the engineers responsible for his development determined that, due to the nature of his joints, cost of maintenance on the front lines would be unsustainable on the front lines, and could better be spent on heavier armored vehicles. The Committee concurred upon seeing their work and ordered Mac permanently decommissioned, so to speak. Unfortunately, Mac was hardwired to promote his own survival over obeying orders. This hadn’t been a problem in the past, but when faced with disassembly, Mac disabled the engineers and escaped, eventually losing himself south of Kurtz. How you got to Aelzwyr: See above; became lost in the jungle south of Kurtz and was subsequently moved to Aelzwyr.
Plotline Do you have any goals in mind for your character? Explain: Mac exists to learn. Aelzwyr is a weird place for it, but it seems appropriate nonetheless.
Tableau Write a brief scene introducing your character.
The door burst open and Zero entered, swinging his rifle up to bear. Three targets, three shots. Room cleared, he moved to the next. The foe was alerted and prepared; he kicked open the door and stepped back while a barrage of rounds burst through it. Several chambers clicked open, so he swung in and engaged again. Five targets, five shots. The high-priority target was in the next room. He was similarly alerted. Zero could not enter through the expected door. He stepped back and examined. Each room was adjacent to a hallway, but the hallway was guarded. There was a window. Zero was three stories up, so an external approach would likely be unexpected. He opened the window as quietly as possible and moved out.
The ledge was perhaps half a foot wide, and his combat gear made maneuvering difficult. He carefully unbuckled the gear, reloaded his rifle, then slid out onto the ledge. Here he discovered he lacked the leverage to break the window, but the blinds were closed. Zero scooted by silently to the next window, looking in on an empty, dark room. This window was locked, but vertical force was easier to generate than lateral, and Zero was able to force it. Once open, he was able to swing in, leaving him behind the line of defense. The men in the target room sounded nervous, shifting in their positions and adjusting their rifles. Perfect. Zero silently turned the knob, then threw the door open. Four targets. Four shots. He bent over the last, and confirmed his identity as the high-priority target. The mission had been accomplished.
“Exercise is complete! Opfor are victorious!” the drill sergeant shouted over the intercom. The victims stood up slowly, stained by green paint from Zero’s rifle. “People, you’re getting your asses handed to you by a single hostile! Your lieutenant can’t hold your goddamn hand forever, you have to think! Everyone, collect your gear and meet me outside.” Zero complied, grabbing his abandoned kit and moving out of the plywood-walled structure. The soldiers marching with him, mostly with one or two green splotches on their torsos, grumbled quietly about unfair opposition and how could they take down a ********’ robot and it wasn’t their fault he was built to fight. They congregated on the green, taking up formation, while the sergeant began marching and yelling.
“It isn’t productive to shout at you for being stupid forever, so consider exactly what it was that went wrong! You made assumptions! You all made ********’ stupid assumptions! First floor guards, you took up positions that were incredibly vulnerable from any external attack. You didn’t watch the windows, you didn’t set up anything to alert yourself with, you just sat in front of the ********’ doors and masturbated! You jackasses on the second floor didn’t even hear your buddies get taken down. Most of you didn’t even fire your goddamn weapons! Third floor, you didn’t even consider alternative possibilities, nor did you listen or watch for unexpected angles of attack! I can’t tell you everything, but I want you idiots to think about that and try to be a little more creative. Zero here is more ********’ creative than you lot, and he’s a goddamn robot!”
Sergeant Boehler sighed, then shook his head, then made a decision. “Alright, we’re gonna teach you maggots right. You can’t figure out how this works, so we’ll let Red Team be on the offensive. Haase, your squad is now on Green Team, swap out your ammo and stripes and get ready. Green Team, Recruit Kahler is now the head of House Holzmann. You will be given ten minutes to set up defensive positions and hold against Red Team’s assault. Under no circumstances should Kahler receive any fire! Go!” The sergeant paused and turned to Zero. “Mac, temporary decomission. Good work up there. You’ll get these knuckleheads to figure it out eventually.”
“Sir, I only did what was natural,” was Mac’s response. It was true; everything had simply come naturally. He had been given a goal, and he had a set number of options to achieve it.
“Bull s**t, Mac. You’re good at this. Hell, you’re the only guy around here I don’t have to spend all my time yelling at to get ‘em to do their goddamn job.” Boehler smiled. “I guess you haven’t really had a choice, but dammit, Mac, you’re good at this. You’ll make us proud.”
“Thank you, sir,” Mac replied, unsure how to understand this. Pride was a concept he had heard of but he did not understand it. He had heard it was bad to be proud, but he had also heard it was good to be proud of people, or perhaps that it indicated approval. Approval was good, Mac supposed, but he never really felt that as deeply as he felt he should. “I will do my best, sir.”
“That’s more than enough, Mac. Recommission, reload, and get up there and show these jackasses how it’s done.” Zero snapped a salute and jogged off. Sergeant Boehler shook his head. Two more weeks was all the time he had with that poor son of a b***h. It’d leave a real hole in his regimen when the thing got disassembled. He’d really grown to like it, too. Damn. First time for everything, he supposed.
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Posted: Fri Aug 03, 2012 8:25 pm
Marfolious Rickards
Played by: EmpyreanFlight Commitment: Gamer
Basics Full Name: Marfolious D'Grenas Rickards Alias: the Restless Adventurer Age: 24 Gender: Male Nationality: Nordaft, Dantalus (an extremely large planet, covered in various biomes and extremes) Ethnicity: 3/4 Human, 1/4 Magii (People who have the ability to use magic)
Appearance Hair: Short, messy, russet brown Eyes: Bright green Skin: Caucasian, slightly tanned Height: 5' 11" Weight: 160 lbs. Build: Light, but fit Distinguishing Features: Scar on neck, cheeky grin Description: Marfolious stands tall and confident. He abhors extravagant clothing, as it gets in the way. Always dressed for his job, he wears simple, functional clothing. His outfit is basic, consisting of a jacket, shirt, pants, boots, gloves and scarf. His tan jacket has been patched many a time, but serves it's purpose well. His scarf is tattered, his gloves are beaten up, his steel-toe hikers, worn. He has a brown, leather satchel that he keeps with him at all times. The only parts of his outfit that change on a regular basis are his shirt and pants. At the time he fell, he was wearing a short-sleeved, red shirt and black cargo pants.
Personality Likes: Exploring, adventure, challenging himself, laughing, the occasional fight, and animals Dislikes: Tearing his clothes, liabilities, sitting still, long periods of deliberation, and vicious animals Hopes: to become Head Researcher at the Nordaft Royal Library. Fears: spiders, more specifically, giant spiders. Habits/Quirks: Snapping his fingers, talking to himself, stroking his chin when he stops to think once in a blue moon. Description: Cocky, reckless and headstrong, Marfolious' tendency to look before he leaps has landed him in hot water more times then he can count. His charisma and trademark smile have made him to be something of a celebrity, his natural showmanship doesn't exactly help. Having absolute faith in his abilities, Marfolious is completely confident he can deal with whatever is thrown at him, and he has yet to be proven wrong.
Ability Strengths: Navigation, survival, problem solving, adaptibility, endurance Weaknesses: Critical thinking, being patient, lack of foresight, abstract thought, unlucky Skills: Hiking, safari-work, competent artist, gathering information, more than capable of holding his own in a fight Special: Due to being 1/4 Magii, Marfolious isn't capable of using powerful magic, but instead uses it to augment his natural abilities.
Background Occupation: Explorer/Researcher/Archaeologist Family: His mother and father are both researchers at the Royal Library. He has a younger sister who always makes sure he brings back a souvenir for her from his adventures. Hometown: Nordaft is the centre of power on the planet of Dantalus, ruled by four Families who make up the Council along with various important figureheads in the city. The four Families each have their own respective responsibilities for the city. Friends/Pets: Due to his job, Marfolious travels around the world, and because of his personality, he has friends wherever he travels to, creating a wide net of friends and connections for him. No pets. History: Born to two leading researchers, Marfolious was raised around knowledge and learning. But he had no interest in sitting down and writing papers, Marfolious was bent on adventure. As a child, he would sneak out of the house and explore the city, and by the time he was 8, he had already mapped the entire city and discovered forgotten tunnels and passageways that ran underneath it.
When he was 11, he decided to map the entire underground network. While spelunking in the tunnels, the tunnel began to cave in. He began to run back to the tunnel entrance as fast as he can. Even though he knew he would never make it, he pushed as hard as he could, suddenly, he felt a surge of energy, and the next thing he knew, he was lying dazed in an alleyway, the entrance to the tunnel blocked off. He ran home, and because he wanted answers, he told his parents about what happened, and they hauled him off to the Royal Library.
He then spent the next few years experimenting with his newfound power, and under the watchful eye of his parents, he had free rein and was able to push himself as much as he wanted to. Marfolious became faster and stronger than most people would ever hope to become. But this piqued his curiosity, and he began to read, absorbing as much relevant knowledge as he could. However, his urge for adventure had not died, and at the age of 17, he would go on his first expedition with the Royal Library under the wing of Albert Hennskraster, the eccentric Head Researcher of the Royal Library.
Marfolious would prove himself to be an invaluable asset to the expeditions. At first, he served to be a sort of labour boy, but after single-handedly saving the entire team on a particularly grueling expedition, he had grabbed the attention from his superiors, and after various expeditions and a few promotions from labour boy, he became recognized as a highly-respected Explorer.
Now a seasoned Explorer and Archaeologst, many historical artifacts and scientific breakthroughs can be attributed to Marfolious' findings. As well as the mapping of territories that were deemed too dangerous for normal people.
How you got to Aelzwyr: Smacked off of a cliff and slammed into a bed of solid rock. Awoke in Bemini.
Plotline Do you have any goals in mind for your character? Explain: His goal is to get home, and document as much as he can along the way, having fun all the while.
Tableau Write a brief scene introducing your character. "Well, there goes my map." Marfolious brought a hand up to his face to shield his eyes from the blazing sun as he watched his map get carried away by a particularly strong gust of wind. "Oh well, there's no point in crying about it. But old man Hennskraster might." He laughed to himself. "In any case, if I want to find out where I am..." He turned around and began to walk to a nearby cliff. Placing a leather-gloved hand on the rocks, he looked up. "The only way to go is up." He cracked his knuckles and began his ascent up the jagged, rock face.
This was the life.
Climbing up the cliff, adrenaline pumping, sun beating down on his back, wind in his face, there was no greater sensation than the feeling of an adventure. Free as a bird, he could go anywhere he wanted, so long as he was able to survive it. But that was part of the fun, wasn't it? He looked up the rock face. He could see the dust blowing off the top of the cliff. "Almost... there, just a few-" Crack. The rock he had his foot on broke right off the rock face.
Pft, as if that was a problem. Supporting himself with his other hand, he immediately reached into his satchel and brought out a sharp pickaxe. With his legs dangling, he jammed the spiked end into the cliff side and tugged on it to make sure it was secure. He felt out a pair of deep juts in the rock face for his feet, and dug in. When he was sure the rock wouldn't crumble, he put away his pickaxe and began climbing once again. When he reached the top, he looked over his surroundings. He could see his destination, an old, crumbling fortress.
"Great. Now I just need to keep moving-" His sentence was cut off by a massive gust of wind blowing by. At these speeds, he'd be blown right off the cliff. Over to his left, he spotted a small cave. "Hopefully the residents won't mind..." He got down low and began to make his way over. But fate would not have it so. Out of the corner of his eye, something brown was headed towards him. He immediately picked up his pace, it could be a bird of prey or- WHAP. It smacked him in the face and he was sent flying off the cliff. He pulled it off and looked at it.
It was his map. He laughed uproariously at the sheer irony of the situation, but everything went black when he slammed into solid rock.
When he awoke, he felt... heavy. And... fine? What? He sat upright. "That's ridiculous. I just fell- what?" He leaped to his feet. The desolate cliffs were nowhere to be scene. Instead, he found himself standing in shallow water. His clothes were completely soaked. He looked around, taking in the environment. "What in blazes...?" He scowled, disapproving of his own conduct. This wasn't like him. He pulled out his journal and charcoal and began making sketches and notes of everything around him. Once he finished up, he stretched and grinned cheekily. "I've got no idea where I am. That's the best kind of adventure there is!" He turned to face the ocean. "Adventure, HOOOooooo boy." Instead of tranquil waters, he saw a massive tidal wave coming towards the shore. Along with it, an ominous, rumbling sound. The sky was getting dark, and he could see flashes of lightning in the distance.
"That can't be good."
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Posted: Mon Apr 21, 2014 6:42 pm
Travis Kris Played by: Tesunie Commitment: Daily Basics Full Name: Travis Rennel Kris Alias: Red Age: 18 Gender: Male Nationality: Aelzwyr Ethnicity: Human Appearance Hair: Red Eyes: Blue Skin: Tanned, with freckles. Height: 5'9" Weight: 150 lbs Build: Sturdy, with broad shoulders, but a youthful face. He's got a body that looks like an adult, with the face of a boy/babyfaced. Distinguishing Features: Has freckles and startling blue eyes. Description: Travis is a young adult, older teen, with broad shoulders and well worked out body as he travels a lot by foot. However, he has kind of a baby's face to him, making him have an awkward appearance to most people. He looks like a kid, and can often be dismissed as one, but he's still older than people seem to think. He has his hair in a typical styled boys cut, with long sideburns. For clothing, he tends to wear rather rugged clothing. A pair of gloves, a sleeveless shirt, leather vest with a hood attached to it, and a jacket for colder weather (if applicable). He also is always seen with a rather large backpack, with bedroll on the top, and vital supplies inside. Personality Likes: Open air and the outdoors. Has an interest in water going vessels, as his paps told many tales of the ocean. Dislikes: Closed in spaces and cities. The throng and none stop motion of a city seems to be chaotic to him. Hopes: To one day find the place of his birth, the place his father loved so much. To see the open skies, which his paps always described as being as blue as his eyes. He desires to smell the salty ocean air, and to find someplace to call home, and people to call family. Fears: Forgetting about his paps, as well as the many stories about his homeland and the stories about his ma. Also fears failure, and never seeing a blue sky. Habits/Quirks: Tends to fidget with his backpack. Is stubborn to the point of possibly being even reckless. Tends to also pull his middle left hand finger when nervous. Also tend to grab for his paps wedding band that he keeps on a necklace when he feels sentimental. Description: He is a brave person, not afraid of danger, which can be a problem sometimes. He's also headstrong and a bit stubborn. He tends to belittle himself for every mistake he makes. He also tend to be rather blunt when he talked to people, often times when keeping his mouth shut would be the wiser coarse of action. He also seems to try and be helpful but will find things to complain about unintentionally. Ability Strengths: Is fairly physically strong, and has enough brains to figure most things out. Weaknesses: His stubbornness can be a real downfall. He's also not so good at social things. He's a bit blunt and to the point. Skills: He is kinda the annoying jack of all trades. Master of nothing. Has very poor social skills. Special: Seems to have a certain amount of luck on his side. Not really a power, but it's something. Background Occupation: Adventurer, sometimes returning items of value to be sold. Family: His Paps, who died when he was 13 (5 years ago). No other persons he calls family. Hometown: Wonders around. Calls no area or town home at the moment. However, he was raised in the lower island, with a lot of knowledge of boat operations. Friends/Pets: Travels around a lot. No pets, but probably a lot of acquaintances. (He tends to try and be helpful.) History: Lived with his paps, till he died from a sea monster attack on his fishing boat. Though he manged to narrowly escape the attack, he later succumbed to his injuries. Now, Travis wonders around looking for a way to his father's home. He might even see his ma there and have other family for all he knows. He's explored all sorts of areas of these lands in his five years of travel, growing in experience and body. He carries around with him a magical amulet that can detect nearby portal activity. This item was gifted to him in a trade with the Mage's Guide as an exchange for a mysterious object he found in his travels, which was of little worth to Travis himself. How powerful and accurate this portal detector seems to be is still debatable, but it does work. How you got to Aelzwyr: Was brought to Aelzwyr as a toddler/baby and doesn't recall anything other than these lands. Plotline Do you have any goals in mind for your character? Explain: Travis wishes to become "unlost" even though he has always lived and grown up in Elsewhere. He is driven by the tales of his farther, whom he calls Paps (think Pops, but with the a) to find his father's home and see it for himself just once. If it seems better than the patchwork of Elsewhere, he is even willing to stay there.
Also choose a Plotline to join from the above.I'd like to say he is on the plot line of "lost", as I wouldn't mind having the message of "the grass is always greener on the other side", or that he might even start to learn that he already is home, and was never lost to begin with. (Home is where the heart is?) Beyond that, I'm uncertain at this time where else the character could go for a plot. I'm willing to let him grow and expand as he will, depending upon what happens to him. Tableau Write a brief scene introducing your character. Travis adjusted the straps on his backpack again as he looked at the dirt in front of his feet. In front of the grassy mound, with only recent sprouts of green springing up, was a rounded stone. Nothing fancy. It had a name carved freshly into it's surface, George Kris. The name of his paps, the only person he could call family in his life. Recalling the tales he had been so fondly told, he held back tears. Wiping his eyes with a gloved hand, Travis made a solemn oath. "I'll find that place paps. The place you so warmly think about. I'll see it with my own eyes. I'll see the place of my birth." The wind blew, wiping a few dried leaves around. Five years later, that same wind seem to softly blow again, rustling Travis's hair about. "Come on, that portal has to be around here somewhere." In frustration, he reached up and grabbed the next rock in the cliff. Climbing farther up the rock face, he readjusted his backpack again, for probably the hundredth time. He was almost to the top of the cliff, where it was rumored that a portal forms from time to time. It probably was just another dead end, but Travis wouldn't give up. He still clearly recalled his paps, and he wasn't about to forget the vow he said on his father's grave. He will find his birthplace, and hopefully his ma as well. He wondered what a blue sky would look like. He wondered what it would be like to not walk and have the landscape suddenly seem to change, like walking onto another square of a quilted blanket. As his mind slipped from what he was doing, so did he hand on the next rock, as it slipped out of place. Travis started to fall, but thankfully had one hand still on the wall. He dangled there on the ledge, one hand gripping the cliff, and the other pointing to where the recently dislodged stone was falling, far below. His eyes followed the drop of the rock, thankful he did not share the same fate. "Stupid." He huffed and scolded himself. "It will do me no good if I die now from something as stupid as this." He swung his body around, grabbing for the next rock. He was so close to the ledge right now too. Too bad no one was up there. If there was, someone could easily just reach down and pull him up. With a puff of his checks, and a quick exhale, he tried to work himself up that last bit of distance...
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