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Posted: Sun Feb 26, 2012 6:28 pm

1. Chose a race for your character. You will find a detailed list of races below. There is also a form at the bottom of The Races for creating new races. And be warned that we are weary of hybrids. 2. Chose a team for your character. There is a brief description of each below. 3. Fill out the character skeleton. You may deviate from the skeleton, but make sure all of the needed information is there. 4. Submit your character by posting the profile in this thread. Quote me in your post for a quicker response. Once accepted by a staff member, post your character in the main profile thread please. =3
Things to keep in mind: ₪ We will put your character in the next available slot whether is is a knight or a damsel slot. Check this thread to see what the next available slots are. Or, to check what role your character was assigned. ₪ You don't need to use the skeleton I have provided. You can create your own and get as fancy as you wish, as long as it has all of the information I listed in the original skeleton. ₪ You may create a race that is not on the list. If you do, please provide us with a description and a limitation you would like. If you do not wish to do this, be prepared to obey any limitations we may place on your new race. ₪ Character races do not have to be bound by the geographical region I have placed them in. For example, a human can be on team one or three as well as their usual team, team two. ₪ Spots on teams are limited to what is available. I will open more slots once existing ones are full. If you want a character to be on a specific team and that spot is not open, keep checking back to see if one has been added. ₪ If you don't want to make a character right away, but want to reserve a sopt, we have a reservation form. ₪ Submit your reserves in this thread, just like a profile. Reserves are good for two days. 48 hours. That's it. ₪ Even if you are not submitting a reserve, please fill one out anyway. We will need one regardless and you putting it together helps us out a lot!
Returning Members: You have the option of grabbing your character from the Game One archives. The old thread can be found here.Please resubmit them to this thread though.
Available Character Slots: (More will be added once these are filled)
Team One: Player Nine (Knight) Player Ten (Damsel) Team Two: Player Ten (Damsel) Team Three: Player Nine (Knight) Player Ten (Damsel) Game Moderators: Accepting Medics: Accepting Predators: Accepting
Reserve Form Instructions: ₪ Chose the form appropriate for your character. ₪ Replace 'PICTURE HERE' with the 200x120 picture of your character. ₪ Replace 'COLOR' with the # hex code or word for your character's color. ₪ Replace Character Name, Age, Race, Position, Traits, and Gaian Name with the appropriate information. ₪ With your post, please specify what team your character is on if applicable. ₪ Post to this thread to be accepted.
 Character Name ₪ Age ₪ Race ₪ Position ₪ ₪ Trait ₪ Trait ₪ Trait ₪ Gaian Name Team One, Team Three, and Medics: [imgleft]PICTURE HERE[/imgleft] [size=14][align=left][color=COLOR][u]Character Name[/u] ₪ Age ₪ Race ₪ Position ₪ ₪ Trait ₪ Trait ₪ Trait ₪ Gaian Name[/color][/align][/size] Team Two, Moderators, and Predators: [imgright]PICTURE HERE[/imgright] [size=14][align=right][color=COLOR][u]Character Name[/u] ₪ Age ₪ Race ₪ Position ₪ ₪ Trait ₪ Trait ₪ Trait ₪ Gaian Name[/color][/align][/size]
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Posted: Sun Feb 26, 2012 6:32 pm
The Races
Alan: Half bird, half human. They look like a normal person, but with large wings. They come in many different patterns and colors. The Alan’s typically live in tribes high up in mountain ranges. These are a proud race. They often carry bows as weapons and almost always strike from above. Limitations: Their wings are useless in environments without open space.
Bloody-Bones: Also sometimes known as “Water Bogeymen”, they are undead creatures that are found around bodies of water. Though usually human in appearance, their lower half tends to be nothing but bone while as the body trails up, flesh and organs reform till you reach full flesh at around the torso up. As such, gender is usually considered useless due to the lack of sexual organs. This also means that Bloody-Bones are not born but created. This process involves taking a child under the age of three, ending their life through drowning, and then enchanting a spell to bring the child back as a Bloody-Bones (thus why they are often associated in the whisking away of children). This enchantment which is ingrained in the mind of all Bloody-Bones upon creation is called An Mian Marbh, has also been known as the “zombie summons” due to the enchanment being capable of being used by others though when not used by a Bloody-Bones, it tends to create a mindless creature seen as an abomination, even to Bloody Bones. One can tell when a Bloody-Bones is nearby, specifically elder ones, as they emit a “shroud” that tends to give the environment around them in a certian radius a “dead” or “lifeless” quality that is often very dark. It is warned never to stay in this radius for a long time. Though the area itself is perectly harmless, many dark creatures that survive best in this environment have been found to always live around Bloody-Bones in order to travel easily and can attack anyone who wonders for too long around Bloody-Bones. It is also suggested that one does not drink water often used as creation grounds for Bloody-Bones, as what blood they do emit is extremely toxic and can have volatile consequences. This is easy to tell as usually the water is unnaturally dark but very clear. Thankfully water can be purified with any holy item and be made drinkable until it has been tainted again. Only large bodies of water, like massive lakes, are too big for their blood to fully taint it. They are also very hard to kill due to already being dead, and cutting their limbs or head off will do nothing to kill it. Limitations: Dangerous as they may sound, Bloody-Bones are very docile creatures who prefer non-violence. It is rare to find a Bloody-Bones who wishes to harm others for actual malicious intent. They also are very fragile in the sense that, though near unkillable they can be taken apart easily and have little to no damaging attack. Really they are utter pacificts and are not dangerous directly. Holy water and other holy relics (crosses, white magic) can also be harmful to them. The best method to kill a Bloody-Bones is to simple dry one out. Fire is the quickest method, however one can also kill it by holding it away from water for a period of one week if they cannot cast fire magic or light one ablaze.
Centaur: Half horse and half man. The centaurs are also proud. They are strong warriors and are trained in combat at an early age. Limitations: Size is an issue in a lot of situations. They tend to sink in mushy ground and cannot move quickly in an area with many obstacles.
Chimera: Said to have once been very animalistic humans, these beings are a hybridization of three to five creatures, one of which is always a human. Their sense of smell, sight and hearing are heightened and they are very skilled at surviving off of nature itself. Limitations: Very illogical due to living fairly animalistic lives, and their genetic structure has left them with weak immune systems and a higher weakness to magic.
Crebean: A Crebean is a humanoid creature that originally originated in Ireland. It's name translates as "Earth Woman," in Irish. As it's name suggests it is a creature that is mainly plant based and due to it's appearance it can usually be found in forests or wooded areas. This creature's skin is light green in pigment, with little veins like that of a leaf covering it's body. It's hair is made up of a tangle of vines and leaves that grow out of the top of it's head. Plants grow on her arms and legs as well, usually wrapping up them like vines or sticking out in all directions. Root like appendages can be found around her ankles, which it uses to eat the nutrients from the dirt around it. When not in use they are usually wrapped around the lower part of her legs to keep them out of the way. It's face resembles that of a young woman, although it lacks a mouth and it's ears are pointed like an elves. They are usually very tall in stature, possible reaching up to six feet. Their build however is very thin and bony, making them resemble a plant more than a human. This gives them the advantage of speed however over those with bulkier shapes. Even though it has no mouth, Crebeans can communicate by projecting it's words in to other people's heads. They can't read peoples minds however. They can control earth based material around them, like grass or trees. Communication with plants is something they can do as well.Crebeans are very gentle creatures, preferring not to fight if they can avoid it. Don't let your guard down though, they will fight if they feel threatened. Limitations: Being mostly plant based, Crebeans grow weak if they are unable to absorb the nutrients they need from either the sun or the ground. It's plant material isn't fully part of their body, so in order to wound one you must hit it's human components. They aren't very strong, so they wouldn't do well up against a burly competitor, although their magic gives them an advantage. The best way to get one out of play would be to cut off it's food supply, either by trapping it in a dark room or cutting off it's roots.
Darkling: These creatures come from people who either have been freshly dead, or very close to dying. When a powerful demon or witch comes across a soul nearly dead, they breathe a sliver of their immortality into their victims. The newly made darkling is forced subservient by their maker. Only when their maker verbally releases them, are they free. Many makers teach their darklings basic black magic. The darkling does not appear to age after being made and may live up to one hundred years. Limitations: Is bent to their master’s will and usually have the endurance of a human, but with experience comes more endurance.
Demon: Very tricky creatures. They love to torment others. Demons feed off of the fear and anguish they cause. Many are older than five hundred years. Since they live this long, their intelligence is very high. A Demon may come in any form. Many others can change their form to suit their needs. They use a wide variety of spells, old magic, and curses. Limitations: Powers can be taxing on the demon. The older the demon, the more endurance they possess.
Djinn: Djinn are humanoid, parasitic creatures that prefer to live in large ruins with a lot of places to hide. They feed on blood, preferably human blood, and can poison their victims with a touch if they so choose. Their poison paralyzes and causes reality-altering hallucinations that can be used either to kill their victims quickly, or to leave victims in a coma-like state while the djinn feeds on their blood over a long period of time. Some cultures consider them to be similar to genies since Djinn are able to read a person's mind to learn their deepest desires; however, the djinn do not truly grant wishes like the genies of lore. Instead, they use their hallucinogenic poison to make their victims believe their wish has been granted and then the djinn can drink their blood slowly over the course of days. The coma-inducing hallucination lasts for only a matter of minutes on its own, but if the individual falls for the illusion of happiness and gives into it than it lasts for as long as the victim believes the trick to be real. If they remain unconvinced and awaken, then the Djinn is forced to quit feeding. When djinn access their powers, either their eyes or hands glow blue. Limitations: Physically they are extremely weak -- to the point of frailty, even. This is why they rely on subtlety and trickery. They cannot be killed but are immobilized by any type of metal being stabbed into them. Also, if a person can obtain a djinn's possession (a piece of clothing they have worn or treasure from their lair), than they have the means to bind a djinn into their service for the remainder of their lifetime. A djinn remains bound to someone for as long as their possession remains in the hands of another being.
Druid: Druids are essentially a rare variant of human with an elemental connection to nature, usually with a focus, though not exclusive, on one aspect, such as plants or earth. They are extremely rare and occur when a human bloodline has been repeatedly tainted with the blood of nymphs or were-creatures. This alone doesn't guarantee that a child be born a druid. Nothing truly does, but sometimes a child with such influences in his blood is born with an intense bond to nature that manifests when they are young as the ability to the see the very energies of nature. Through training, the druid's power culminates with the second powerful bond to their aspect of nature that creates an Elemental Aspect. The Aspect is a separate entity from the druid, born of the druid's personality and nature's power that grants great power to the druid when the two are near each other. Once initially created with the bond, the Aspect is a living creature that exists separate of the Druid. While their link empowers one another, the Aspect is not a summon but rather a pet, albeit a highly intelligent one with great power. Limitations: Once the Aspect is formed, a druid's greatest strength and weakness is manifest. While near each other, the druid is more powerful than before and the Aspect has its strongest abilities at its disposal. However, the druid and Aspect become exponentially weaker as they become farther apart in distance until the druid can only feel and see the powers of nature but cannot call upon them, and the Aspect is limited to its weakest form. Additionally, a druid, no matter how strong, is basically a human that is more durable than average without his powers. To maintain these powers, frequent meditation, often once every two days for up to an hour depending on recent power use, must occur for the druid to essentially refill his pool of energies and maintain his ability to utilize nature. It is much like a muscle. If constant meditation occurs, a druid grows stronger. If a druid then rarely meditates or is, say, locked in a jail with absolutely no nature around, then the muscle grows weak and the druid will have to build up again once he resumes meditation.
Dryiad: Dryiads are said to be the descendants of a certain God of Madness and his multitude of female followers. Dryiads are physically and magically gifted, and share an affinity with a specific kind of animal species. The animal species they are affiliated with is permanent, decided from birth, and rarely affected by heritage (so a 'wolf' Dryiad and a 'rabbit' Dryiad could produce a 'snake' Dryiad). A dryiad has the ability to take on the shape of the animal they are associated with, and even in human form they bear some obvious animal traits (such as a tail, ears, claws, etc.). Dryiads have both magical and physical capabilities exceeding those of humans, however they usually tend to favor one or the other - those who try and pursue both physical and magical prowess usually end up being miserably underdeveloped in both areas. They share the mental quirks of their animal types as well (such as prey animals being jumpy, or dogs to be food-aggressive). As a general rule, most dryiads are against any and all forms of government, and usually live away from civilization, out wild and free in the wilderness. They are motivated primarily by abundances of food, ale, and fornication. Those who are more physically inclined take after their animals (bears are stronger, deer are faster, etc.), but all dryiads magic is the same kind - Dryiads magic causes madness and chaos, in varying forms. Most commonly, this magic is cast upon crowds, to the effect of them either flying into blind rage and attacking anything and everything regardless of alignment, or else fornicating with anyone and everyone around them, regardless of alignment. But these spells can also cause intense hallucinations, ranting, a loss of sense, and individual madness. Typically their animal colors are either white or black. They are often confused with tieflings, chimera, and druids. Limitations: Dryiads in groups are extremely unorganized, because they do not believe in civilization/organization/being controlled. They are also less educated and often less intelligent, and very prone to falling for tricks and traps unless their instinct tells them otherwise. They are also usually drunk, high, or otherwise impaired. Physically, they are as susceptible to injury as an unarmored human (druids do not take well to the restrictions armor places upon them). Finally, and most unfortunately, they are more vulnerable to their own magic than any other. Especially due to their lack of organization or education, dryiads will often fall victim to their own madness spells and go crazy for days or weeks on end, only to wake up when the spell has worn off naked in some periwinkle field with no clue as to what has happened in the past three weeks.
Elf: Elves are shorter and slimmer than the average human, but stronger. They are often beautiful people. They are much more agile and more intelligent than humans since they live longer. They build their villages deep within forests to reduce outside exposure. Elves are known for their master craftsmanship. They will not use a non-elven made weapon if given the choice. Their weapon of choice is usually a bow or sword. Limitations: They usually only specialize in one thing. They become incredibly good at their discipline of choice, but greatly lack in other disciplines.
Etele: A race that thrives with the life force of a crystal that is located someplace in them or visible on the outside of their body. They are a race bound to an idea, focused on it from the time they are created, not born. The crystal that functions as the support for their body is powered by that idea and is capable of drawing energy from their surroundings. Due to this bound focus to an idea, they aren't influenced by mental skills and are naturally resistant to Illusions. They are noted to be weak to things that oppose their natural element per each Eteles, making it hard to actually determine what an Eteles will be weak to. In the case of magic, an Eteles does not use elemental magic in a normal fashion. Their magic is the formation of crystal in some form or shape, usually imbued with their natural element. This manifests depending on the Eteles's skill with magic. They are known to be proficient in fighting as most of their ideas they are bound to involves fighting for that idea. Due Note: Eteles are created usually from those who are bound to an idea and are given the chance to follow it by another Eteles. An Eteles is capable of taking a faction of their own crystal and giving part of it to another person to turn them into an Eteles. That is how Eteles are 'born'. Limitations: Natural weakness to things of opposite elements. In special cases, matching elements with another person actually causes instability in a Eteles crystal structures, forcing them into a huge disadvantage. While Eteles cannot, for obvious reasons, draw energy from an opposite element, and the farther the element is from their natural element the less energy they can draw from it.
Fox: A devious creature that has the ability to shift from fox to human form. They have magical capabilities usually revolving around either earth or fire. These kind of fox differ from the white fox greatly. The fire fox may develop the ability to summon fire. The earth fox has the ability to create plant life. Both kinds of fox can use their magic to create illusions, but they usually have tell-tale signs of being used. For the fire fox, smoke is used to create illusions. If a fox is spewing smoke, beware. The earth fox will use mist. Limitations: Fox are allergic to the plant aloe. It will burn their skin, and if ingested, will put them in a coma-like state.
Harlequin: Humanoid beings suspected to be of ochre skin and unusually-coloured hair and eyes. Harlequin are naturally tricky creatures, and well known for taking to ill-natured pranks that have snowballed out of control. They achieve this via charm. Harlequin exude an aura that appeals to a "victim" personally - it triggers people to remember a certain scent they like, encourages certain thoughts, triggers the brain to produce certain biochemicals, etc. - this can vary from anything to imbuing lust, coaxing those around them into an adrenaline rush, or just cheering people up. They are also incredibly long-lived - maybe even immortal, but nobody knows, seeing as every Harlequin slips up at some point and gets slain as retribution for something they have inevitably done. There are also very few of them, seeing as Harlequin have never bred often, despite both the males and females having the capability to produce young (something that requires a very long time and a lot of rather painful, natural biological alterations for a male). Due in an inherent inability to fight at range, the Harlequin form has adapted for fighting in melee. Keeping deception in mind, there is next to no such thing as a physically imposing, muscular Harlequin - but underneath their lithe form lies musculature that is both double-layered and over twice as tensile as the strongest of humans. Their bone structure is also so well-reinforced that they can take a fair bit of punishment from blunt weaponry or attacks of a similar effect. Limitations: all Harlequin are indredibly short-sighted; without some form of lens to see through, they can only see maybe a metre in front of them before detail fades and things get blurry. That basically screws them over in terms of ranged combat. Its just not gonna happen. They can't launch a ranged attack, and they are vulnerable to ranged attacks. Magic or projectile. In light of this, Harlequin have slowly evolved with a degrading resistance to magic, finding themselves weaker to it over generations. Nor can Harlequin really harness magic, lacking any natural aptitude with it whatsoever, and even those Harlequin that can use magic are restricted to using weaker support-based abilities and occassionally curses, rather than offensive magic. Also, while not necessarily a weakness, Harlequin don't usually wear armour... so, piercing weaponry can and will really do a number on them.
Human: Not the smartest of creatures and rather ordinary. Most of them are selfish and unreliable. They are destructive and are destroying that which sustains them. Many creatures find them to be easy prey. Their greatest strong point is their ability to adapt. Limitations: Possess no magical qualities.
Lich: A lich is created by a soul being bound to a phylactery(an object that contains the soul) and the old body being used as a puppet. A lich retains all of its memories, personality, and skills it had in life, and is then capable of supplementing them with a virtual eternity of study and practice. This combined with the fact that the lich is capable of sustaining tremendous physical damage, and is immune to disease, poison, fatigue and other effects that affect only the living makes them very dangerous foes. Limitations: A lich's easiest exploitable weakness is that sunlight weakens them. They are still far from kill-able and dangerous magic users, but a skilled enough warrior or team of warriors could wound one enough so the lich would be forced to spend the night repairing itself instead of hunting them. While this is but an inconvenience to a lich, enough damage to its physical form can hold one off for days. There's also the fact that the destruction of a lich's phylactery will permanently destroy it, but this is often easier said than done.
Margonite: Margonites are tall, six eyed humanoids with grey scarred flesh. Sections consist of a purple arcane flame. A caprice made of a bone like substance which acts a layer of organic armor. It is about as hard as steel, at times even sharpened to act as secondary weapon. During their creation they are imbued with magic making them stronger then their former selves. This also gives them a flare for the arcane arts not found in other races as magic become their very nature. When compared to the humans that are used in their creation they are physically superior but various traits of their old forms become enhanced. Allowing them to come in different shapes and sizes. As a culture they are zealous have a structured order. Art and other such aspects have died replaced with military traditions. Limitations: When it comes to magic. They draw power from a pool of energy that requires time in order to replenish. The stronger spells use up more and at times have harmful effects for the caster. Be it exhaustion or others. Lastly they a bound to their Dark Lord by the name of Silon. His will can leak into them at any moment. Filling them with anger and a blind rage at times but that is only in the worst of situations. Those who choose against the Silon that embrace his gifts are turned into mindless drones or killed if they are lucky. Lastly a limitation based on them is sterility. The only way their population expands is by turning others into Margonites.
Mer: The Mer are a race that is most associated with mermaids, however they are not those mythical creatures. The Mer are humanoid in nature most noted for having fish like fins just in front of their ears that tend to match their hair color or eye color. They are collectors of magically imbued things and take great interest in magical objects because of this. They are capable of breathing underwater and in general live underwater rather an above land. They are incredibly peaceful by nature and do not tend to care much for fighting or violence in any form. Most Mer are reluctant to be around people not of their own race due to a concern that they will be taken advantage of being such a kind race. When it comes to fighting, the Mer excel mainly in magic and ranged combat, having the natural dexterity to learn the use of the bow rather quickly. Very few Mer choose to learn the art of close range fighting because of their body type not inclined for huge work. Because of this, it is unusual for a Mer to wear heavy armor. They are almost always limited to just water elemental skills, stemming as far as ice. No Mer is capable of being a fire elemental or lightning elemental due to their natural weakness to both. The Mer are known to have larger energy reserves and are usually proficient with healing skills and naturally quick. As a strength, most creatures not of an evil alignment will not naturally attack a Mer for there peaceful nature. Limitations: Fire, the Mer are incredible weak to flames as being in heat for long spans of time tends to greatly weaken their energy reserves. Those Mer who chose to be close range fighters tend to give up part of their reserve of energy for magic to trade it in for more endurance in close range fighting.
Minotaur: Is a large, cow-like, creature who possesses incredible power. The sheer size of their body makes them powerful combatants as well as allows them to wear heavy armor and weild weapons much larger than other races would consider using Limitations: Because they are so large they have troubles fighting in confined spaces such as forests or ruins. Their weight also provide a problem on unstable ground such as the soggy ground of a swamp or the shifting sands of a desert. They also have no aptitude for magic.
Necromancer: Focuses all magic on the ability to raise things from the dead, can also use this power to prolong their life, for this reason, most Necromancers cover their faces as it causes irregularities in skin and/or features. How much energy their spells cost, depend on the size of what they are raising or summoning. (summoning takes more energy then Raising) Limitations: can only raise and summon One monster/spirit at a time, this means they can only ever have 2 'minions' (one summoned one raised) Spells cost a lot of energy and most Necromancers can only raise or summon once every hour or so.
Nekomata: Nekomata are of the feline group that shapeshifts in a wreath of fire. Their cat forms are large in size and are often considered evolved forms of bakeneko since it takes ten years for their tail to fork, or split. Although, they have the ability to choose not to evolve. Their prefer diets are snakes or poison, thus are they an immunity to it. They do not possess any elements but they can become connected to them. Through their shamanistic power, they can connect to nature and elements, giving them a wide variety of abilities. Though, they tend to specialize in one or two elements. They can also create and manipulate spiritual fire. Some say that the much older ones could control lightning but that is rarely seen among the group. Limitations: Their weakness is the opposite of their elements, being bound into a summoning beast, and powerful wards. They are easily detected because of their distintive aura and can have their shamanistic power taken away by severing their tails. Although, the tails would turn into violent poisonous snakes that would attempt to re-join the cat. The tail can grow back but only if the severed pieces are not alive, otherwise they are magically neutered. They are not immortal in any of their forms and can die from anything. Even with enough fire.
Nymph: Stunningly beautiful creatures. They are petite in shape and have a variety of appearances. Most tend to look like the element they are most in harmony with. They usually avoid conflict but can very well defend themselves. They have the power to wield their element as they wish. When backed into a corner, the nymph can become a fierce warrior. Limitations: The bat flower, or Tacca, is toxic to them.
Ookami: Description, abilities, and whatnot. Ookami are strongly family-oriented creatures, often attempting to form packs. Their main food is meat, but also eat some vegetables. All Ookami are born with a specific elemental power, either water, wind, earth or fire. These abilities can be advanced though rigorous training to form: ice, lightning, magma/lava, or heat manipulation. Limitations: A weakness. Maxus, being fire attributed, has a weakness to cold, and water. He is also not completely immune to his own flames, or that of others, though he has a high tolerance.
Phoenix: Phoenix's (though usually there is only one in existence) are large birds that feast on light. Usually having white feathers with transparent, color changing ends and when flying, always leaves a trail of light behind them. Since they can control light, they are also able to change their form as they will, as they are the bringers of life, as well as death. Some see the phoenix as a sense of immortality, but are more the circle of life with in itself, rebirth and renewal. They are very prideful and calm, always caring and wise beings. They control light. That includes bending light, taking light from other sources (fire, lightening, water, earth, ect.) The phoenix's feathers can cure anything, alas, they can not bring a person back to life. The Phoenix's tears can heal and also help create potent medicine, but can also be a poison depending on how they were shed. It is said that a phoenix can either heal or torture. Phoenix's love life and everything in it, they tend to see the good in everything, but also see the bad. They try to avoid killing as much as possible, but will if they must. Graceful and silent, they do not crush anything as they walk, and they eat morning dew unless they are in human form. Can read vibrations of everyone and everything. Limitations: A phoenix gets its energy from the sun light and is less powerful at night seeing as how there is less light being let into the atmosphere. Even though they can get energy from other sources, they are fairly weaker at night and go into a deep sleep during eclipses.
Possessed Armor: Possessed suits of armor are only created upon the death of a warrior with an especially strong will. When the warrior falls, their soul remains in their armor continuing to fight on for their purpose despite their death, and should the conflict end, the soul will continue to fight indiscriminately for all eternity. Possessed armors have no abilities outside of the weapon mastery of the warrior who died within them, but in exchange for their lack of magic and special abilities they cannot die. Limitations: Though they cannot die, they can still be dismantled to stop them for a short period of time as they work to rebuild themselves, meaning the further the parts are scattered, the longer the rebuilding process takes. The souls can also be temporarily dispelled from the armor by holy relics or holy water, though the soul is bound to return over the course of a few days.
Rakshasa: Rakshasa are unrighteous and strictly carnivorous spirits that originate from the deaths of particularly wicked humans. They are shapeless and invisible to the naked eye unless they so choose to take on a form -- which many hardly ever bother to do since mastering the skill is a handful for them. The rakshasa can only appear corporeally in three different forms -- they can take on the appearance of a human, a dog, or a large bird. Often their human forms have slightly sharpened fingernails that make them distinguishable from ordinary mortals. They are not particularly strong, but they make up for this lack of vitality in other areas. The rakshasa are extraordinarily fast and extremely vicious when in battle. They dodge in and out of the enemy's range while inflicting damage at blinding speeds. Most prefer to fight with their sharpened nails and bare hands, but others take on training to use different types of daggers. They are an extremely proud and stubborn race. Never choose to insult one lightly because they do not hold themselves above getting revenge or playing nasty tricks on those they do not like. Limitations: They aren't particularly strong. They have a very low resistance to magic and take devastating damage from attacks of that nature. When weakened or severely injured, they are forced back into their shapeless and invisible form to regenerate -- while in this form they cannot touch anything corporeal which renders them practically useless.
Shifter: A shifter can alter their appearance at will at any time. They can turn into any object or animal, which makes them incredibly difficult to pin down. The only way to stop them from shifting is to bind them. And, they can only hold one form for a few hours. Whatever form a shifter is in, they always have a mark on them that is uniquely their own. This mark, like a fingerprint, can be anywhere on the animal or object that they have taken the form of. Limitations: Can only shift a few times before using up most of their energy. Some forms require more than others. Much smaller or larger forms will require a lot more energy than a form that is similar in mass to the original form of the shifter.
Spiritual: A Spiritual is a human being who at any point in life happens to have a part of their soul broken away due interferences from ghosts or a higher magical being to form a separate entity known as a “Soulite”. The appearance of a Soulite depends on many factors, but usually it is a child-sized being who represents what part of the soul it was broken from (e.g. the part of the soul that was greedy may result in a greedy Soulite). As expected, the soul part missing does affect the main body, usually resulting in that person lacking the soul part (e.g. with the earlier example; the main body would end up never being greedy). Due to the ghostly nature of the Soulites, many Spirituals are capable of trickery such as walking through solid matter, floating and other ghostly abilities. Trying to kill a Soulite can be tricky as well, since while they can be put on the verge of death they can’t truly die unless the Soulite is killed as well. Limitations: It is impossible for a Soulite to stray too far from a Spiritual due to their ties, and while it is impossible to kill a Spiritual without killing the Soulite, the reverse does not work and a Soulite can be killed which often leaves the Spiritual feeling “hollow” since a part of it has been destroyed.
Tiefling: Human in nature, but with a demonic ancestry. Tieflings are always much less than half human. Their demon predecessor usually lies higher in the family tree. Most tieflings only have an ounce of demon blood in them. They may have extra fingers, cloven hooves, unnaturally colored eyes, and more. But, all of them have a set of horns on their head. They are not always malicious creatures, but some, as with any race, ally themselves with darker beings. Limitations: Burn up their energy quickly while using magic, because they are mostly human. It can be restored by high caloric intake.
Vampire: Bloodthirsty creatures who have supernatural strength and agility. To them, the blood of some races is more delectable than others, but without it, cannot exist. Some vampires are born with a unique ability, such as healing or limited mind control. Vampires are among the most intelligent of the races for they can live much longer than a human. Limitations: They are uncomfortable in the sunlight and need to feed to stay alive and every day to stay healthy.
Winter Court Fey: Winter court fey are fey native to snowy climates usually mountain tops, or snowy tundras in the far north and south. As fey they are long lived living an average of three hundred years, they appear to be similar to elves in appearance however are taller averaging around six foot and generally have a blueish tinge to them. They are physically similar to humans with a wide range of strength and intelligence. Their culture is militaristic resulting in their soldiers being tough and calculating in combat. They hide emotions as they are considered a weakness among their people. They have a strong affinity for ice magic but almost solely concentrate on offensive spells, resulting in poor and weak healing and support style magics among them. They are tough resistant to cold and willing to do whatever it takes to win. They have no concept of mercy. When they die their bodies return to nature and they become snow and either melt of blow away in the wind. Limitations: they are weak in the heat, it saps their strength and will to survive. fire based attacks have a chance to one hit kill depending on the initial strength of the fey.
Were-creature: Human looking most of the time, but can turn into their animal at will. But when there is a full moon, they cannot stop this change. A were-creature may be any animal, but a wolf is the most common. Their wolf form is usually larger than an ordinary wolf, and can even have colors in their fur that is not natural. This is the same for many other were-creatures. Their life span is that of a human. Limitations: They can only change so many times before draining their energy.
New Race Request Form:
[u][b]Name[/b][/u]: Description, abilities, and whatnot. Nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan. [u]Limitations[/u]: A weakness. Nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan.
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Posted: Sun Feb 26, 2012 6:52 pm
Team Descriptions
 Team one Team one consists mainly of those who live in the mountains of Ithus. Nymphs, shifters, and alans live here. Warriors are scouted out at an early age, and sent to a school where everything is paid for them. In return, students must compete if chosen. Participants are always chosen from this school. They begin a rigorous training schedule that prepares them specifically for these games.
 Team two Mallandaia is the home of most on team two. Elves, centaurs, humans, and weres are all found here. Mallandaia holds a kind of tournament to chose their warriors. A year before the games, every race sends their best warriors to compete against each other. The winning participants are then trained for a year, and sent to Minevica.
 Team three The kingdom of Zeladis consists of darker creatures. Vampires, weres, demons, and darklings. Zeladis' warriors are often chosen by politics. The King and Queen ultimately decide who they send off to compete. This time, they chose their own son and daughter to participate on their team.
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Posted: Sun Feb 26, 2012 6:53 pm
Character Skeleton N a m e Nyan Nyan Nyan
N i c k n a m eNyan
A g e 25 Nyans
G e n d e rNyan
R a c eNyan
T e a mNyan
P e r s o n a l i t yNyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan.
B i oNyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan.
A b i l i t i e s Nyan: nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan.
Nyan: nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan.
Nyan: nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan.
O t h e rNyan.
T r a i t s₪ Cute ₪ Obnoxious ₪ Cat ₪ (Three please!) [size=14][align=center][size=14]Team or Role Player Number or Race [/size]
((PICTURE HERE!))
[color=#000000]N a m e[/color] [color=COLOR][size=11]Nyan Nyan[/color]
[/size][color=#000000]N i c k n a m e[/color] [color=COLOR][size=11]Nyan[/color]
[/size][color=#000000]A g e [/color] [color=COLOR][size=11]At least 16![/color]
[/size][color=#000000]G e n d e r[/color] [color=COLOR][size=11]Nyan[/color]
[/size][color=#000000]R a c e[/color] [color=COLOR][size=11]Nyan[/color]
[/size][color=#000000]T e a m[/color] [color=COLOR][size=11]Nyan[/color]
[/size][color=#000000]P e r s o n a l i t y[/color] [color=COLOR][size=11]Nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan. [/color]
[/size][color=#000000]B i o[/color] [color=COLOR][size=11]Nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan. [/color]
[/size][color=#000000]A b i l i t i e s[/color] [color=COLOR][size=11]Nyan: nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan.
Nyan: nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan.
Nyan: nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan nyan.
[/size][/color][color=#000000]O t h e r[/color] [color=COLOR][size=11]Nyan.[/color]
[/size][color=#000000]T r a i t s [/color] [color=COLOR][size=11]₪ Trait ₪ Trait ₪ Trait ₪[/size][/color][/align]
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Posted: Sun Feb 26, 2012 6:54 pm
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Posted: Sun Feb 26, 2012 6:55 pm
Gimme Your Characters! biggrin
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Posted: Tue Feb 28, 2012 5:38 pm
Team One Second in Comand N a m e Saiyuri MiyakoN i c k n a m eSaiA g e 19G e n d e rFemaleR a c eShifterT e a mOneP e r s o n a l i t ySai is usually warm and social. But, if you’re an enemy, she is anything but kind. Saiyuri has a curiosity of the unknown. Little scares her. She’s the kind of person that will stride headfirst into a situation she has no idea what to expect of. Sometimes her lack of fear gets her into trouble.B i oSaiyuri’s adventurous excursions have led her to some pretty hard learned lessons. But of course she never takes these to heart. She is constantly off exploring something. Her pet wolf usually tags along. For a wolf, Reizo is pretty docile and totally unintimidating. But he's still a wolf, so he's not harmless.
Saiyuri has a talent for getting herself in over her head. She’ll take on almost any authority if she believes they are full of s**t. When she’s not butting heads with someone or exploring, Sai likes to work on her swordsmanship. When shifting isn’t an option, she needs something to fall back on. At an early age, she was beating some pretty remarkable sword wielders. This caught the attention of a scout looking for athletes to participate in the Minevica games. She was sent to their school to train. For eight years, she went to that school. There, she learned how to heal, better use a sword, and countless other things.
In the first game, Saiyri did well. She gathered the items herself in the first night. Then, she created a plan that took her seep into Zeladis territory and even into their base. First, she would shift into a key. Then, she get herself into Prince Theodore's grasp. He though she was the real key, so she was able to do a little eavesdropping. It didn't last long though. She was soon over her head. She was discovered and forced to leave the real key behind. Although, she did escape with her team's key. So, not all was lost. A b i l i t i e s Shifting: Saiyuri has the ability to shift her form into nearly any animal she imagines. There are limitations though. The larger the creature, the more energy the change takes up. Inanimate objects are much easier since they do not move. She is aware of her surroundings while in such a state. She can hear, see, and feel, but cannot move unless she releases the form. But this ability is obstructed by the bracelet put on all damsels.
Sword: Saiyuri is excellent at wielding a sword. This one in particular was crafted by the elves living in the mountains of Ithus. It is a fine sword to say the least. But she will have to leave it behind for this game.
Poison: Occasionally, she will coat her blade in toxin. She usually carries one with her. This particular one she has in the games is a Neurotoxin. It will not kill or permanently harm, but it raises a terrible fever and leaves the victim temporarily unable to move. Coughing, vomiting, and dry throat may also occur.
Reizo: Her pet wolf is quite useful to her. He can sniff things out, distract opponents, sense danger, and help find Saiyrui’s way when she is lost. He can fight a little, but he is no match for the creatures of this forest. O t h e rDoop da doop da doop.
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Posted: Tue Feb 28, 2012 6:18 pm
Team Two Second in Command 
N a m e Ceann de na Craos(Meaning: One of Gluttony)N i c k n a m e Craos
A g e 17 mortal years
G e n d e r Male
R a c e Chimera
T e a m Team Two
P e r s o n a l i t y Craos is a simple being with very little emotion. First and foremost, he is extremely greedy and lazy (or at least he wants to be lazy). Craos does move around and gets in lots of exercise, however he would much prefer eating until he's stuffed and not doing anything*. Craos is also quiet, which tends to be confused for contemplating when in fact there is nothing interesting for him to say. He's very dim, but then again all Chimera are not very smart. Finally, he is curious and anything he sees as "new" he will warily check it out and try to make sense of it. Craos is also not very sociable, though he can become more so when he comes upon a "possible mate", even if the other may not realize the intention just yet.
B i o Born as the only surviving son of the tribe leader, Craos was raised as royalty in the Chimera world. With everything a Chimera could want, Craos had very, very little to worry about. Not only that, but being the only son, with his elder sisters off with their own mates, he was just about guaranteed the slot for the next leader. At least, so Craos had originally thought. Like his father, and his father’s father he needed to earn his place as the leader before he could return to his lazy, spoiled life. As such, the second Craos reached maturity, he was told to head out into the world and prove himself worthy.
Thus within less than a day, Craos was given little rations and was sent out to earn his place. This was not easy at first. Beyond being a little on the “rounded” side from years of not having to do much and having all that he could eat, he also was given very little if no training at all on how to hunt, fight and fend for himself. Multiple times he nearly died through starvation, attempting to defend himself or even just trying to find shelter. Thankfully he did adapt over time and eventually became capable of surviving on his own. All that was needed to do now was prove himself worthy of leading, and that opportunity was soon given to him when he heard of the games and found that, if there was anything that could prove to his tribe he was a worthy leader, it was entering the Games.
A b i l i t i e s
Claws: Containing feline genes, Craos thus as expected has claws that allow him to scratch as well as climb trees. This is also his main fighting style, though he has a few other methods.
Goat Horns: Another way for Craos to duke it out with enemies is to ram into them with his goat horns. These are good for both knocking a lot of fruit out of trees or just hurting others by physically running into them head first.
Fangs: Since Craos must be able to take down prey with his claws as well as his teeth, Craos has extremely sharp canine teeth that can easily pierce and tear at flesh. This also means, as a side note, that Craos can technically eat raw flesh without suffering risks like salmonella or other illnesses that can be brought on from eating raw food.
Night Vision: With his feline genes, Craos can see very well in the dark and is capable of otherwise spotting those who try to hide in the dark.
Heightened Senses: Naturally being a semi-animal like creature, Craos can smell, hear and see far better than most people.
O t h e r Craos' hybridization consists of a: Mountain Goat, Pied Crow, Frilled Dragon and Bobcat. Craos can oddly enough somewhat read though it is very infantile stories and it is bits and pieces. * Wealth (such as gold, money, gems) in Chimera culture is seen as utterly worthless, and it all comes down to survival and how easy it is for one to eat, find shelter and stay warm. As such, the more you can laze around and eat all you want, the more successful you are as a Chimera (thus Chimera measure each other's worth usually by girth).
T h r e exxT r a i t s Spoiled, Quiet, Stupid
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Posted: Tue Feb 28, 2012 6:19 pm
Leader Team One
N a m e Gian Lino AbbiatiN i c k n a m e Gigi
A g e 78
G e n d e r Male
R a c e Nymph [Fire Type]
T e a m Team One Leader
P e r s o n a l i t y Gian first and foremost is very polite. While he can come off with an air of “I am better than you”, he never intends to act that way and usually counteracts this “superior” aura about him with sheer civility. Not only that, but also tries to act like “one of the gang”, often talking more like an equal with others than a superior. Though he can easily abandon that equality dare anyone disobey him. Gian can also be very protective, and not just for those he cares about. If there is one thing that’s ingrained in his mind, it is that he should protect everyone as each person, no matter how young or old, has a use. Thus he will do anything to make sure his team is safe, even willing to go in and save them himself. Finally, Gian is a hard thinker and tends to calculate a plan before running right on it. This can be both useful and a hindrance.
While it helps to be organized and plan out his actions, it can also become bothersome in moments where there is little time to plan. Plus his calculative ways often leaves Gian sometimes thinking too logically, and often getting extremely conflicted at times where his protective side tells him to save someone ASAP, while his calculative side tells him to plan something out and possibly save them later rather than now or as soon as possible.
B i o Gian came from a rather influential family with loads of power that, oddly enough, they never seemed to use. Yes they attended high-class galas, and yes they lived in splendor. Yet for some reason, the Abbiati family just never really shoved their high class status in other’s faces. They much enjoyed their privacy and preferred keeping things balanced and organized. Thus for Gian, it was no surprise that he was never really heard of when he entered the Game. Many did recognize the last name, but only due to the fact that his sister Luisella was much more social and out there. For Gian, he truly preferred and enjoyed his privacy, and was much like his mother and grandfather rather than his father and sister.
As a child, Gian didn’t have much of a childhood, per say. Yes he got to play, but because his parents had chosen Gian to represent the family once adulthood was reached, he was often tutored, schooled and given very little time to be a child in order to prepare him for adulthood. It certainly made him intelligent, and it matured him quite quickly. However this lack of a childhood also left Gian a little too mature, making the young boy come off as a “superior” to other children which, as a result, left him with little friends. It also didn’t help that all of his family’s hopes and dreams for the future lied solely on Gian’s shoulders, since his sister was quite willing to let him take on all of the work so she could simply live the life of a care free heiress.
While Gian grew from childhood into young adulthood, more pressures were being placed onto the young man and this over time accumulated into a full-blown panic attack that left him requiring some rest and relaxation for quite a long time. So much so that, by the time he returned it seemed that his sister had gone off and taken over for him, apparently maturing in the time he was gone and quite willing to do the work he was prepared for since childhood. Now with no purpose, Gian spent another large gap of his life fighting and training while his sister dealt with all of the political issues. Things seemed fairly peaceful from here on out, until he received a letter from Luisella updating him about one of the more recent problems.
Apparently Zeladis had chosen to call all non-native races “non-citizens”, even going so far as to enslave them. Not only that, but some of the other royals and politicians feared that, in the up coming Games, Zeladis would fight to obtain the stone and use it to do more than just have an iron-fisted control in their own nation. Realizing that his land and others were in danger, and finding that he had nothing to do; Gian decided to try and take up the reins as a “leader” again and join the games to lead Ithus to victory.
A b i l i t i e s
Fire Control: As a Fire Nymph, Gian has a control over fire and can very well both create fire at will, or otherwise control it if there's already some in supply. This attack can range from lighting objects on fire to down right forms balls of fire in his hand. All that is required is oxygen (which is easy enough to get).
Fire/Heat Resistance: Gian has an extremely high tolerance to fire and heat. From being able to stand out in the sun or desert for hours (if water is in supply, of course) to setting him ablaze; Gian will not die from being set on fire or from heat exhaustion. This is of course obvious since to be able to control fire, he must be able to be resistant to its effects.
Very Minor Cold Resistance: Though he can still die in cold weather, Gian is able to somewhat keep his body at a temperature that's higher than normal and can thus keep himself somewhat warm in cold weather. This is limited though and anything below -10 degrees Celsius can begin to affect him like any other person.
O t h e r For those who do know Gian and know him too well, he often hates to talk about "those years" he spent alone with his grandfather in their remote cabin. Not only does it embarrass him that he had just a mental shut down to the point where he had to abandon all work for years, but it shames him even more that his sister of all people (who he does love, there is no lie there) took over for him and possibly could be doing a better job than he.
T h r e exxT r a i t s Polite, Protective, Calculating
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Posted: Tue Feb 28, 2012 6:21 pm
Predator
N a m e Muir of the MoorsN i c k n a m e Muir
A g e Ageless
G e n d e r Asexual (but seeing as Muir was a male, we will refer to Muir as "he" and so forth)
R a c e Bloody Bones
R o l e Predator
P e r s o n a l i t y Muir is a very secretive person. Possibly used to being alone, Muir often finds it hard to talk to others or express his feelings to people. Well, alright he just doesn’t like to tell others everything and often fears how others would react if he told them too much. Thus usually Muir keeps certain information on the low, or at the most avoid telling others too much about himself. However how Muir makes up for this is through being very gentle and caring. While Muir may not be entirely honest with others, he does not treat others harshly and actually will try to be as kind and loving to them as possible.
This as much makes him very soft spoke at times and extremely tolerant. He never raises his voice to others and will let others treat him how they may feel, even if that will hurt his feelings or cause him some pain if they use holy devices on him. There is a limit though, and usually if the person comes down to attempting to kill him he will back away and goes to his safe spot; usually any body of water that’s nearby. Finally Muir loves children; so much so that he actually finds it hard to turn any child under three who happens to be nearby. Oh he’ll likely do it someday, but at the moment he just doesn’t have the stomach or ability to hurt anyone even if doing this would ensure he has a child of his own.
B i o Muir was born (as a human) in a normal family with loving but somewhat neglectful parents. Being too busy with work and farming, they often let Muir wander freely in the yard though they nearly lost him a few times when he nearly toddled off into the woods. Their friends had always told them that if they weren’t more careful they’d lose him, however they always assumed that this would never happen and went along the way they did. Of course, they were proven wrong and when both were busy debating a farmer about selling a cow, Muir had toddled off into the woods. Around two at the moment, he was found by an eerie but friendly being who had taken Muir off. Raising him for a short bit, it wasn’t long before Muir was taken to a moor where as expected; his guardian went through the process and turned Muir into a Bloody-Bones.
After that, he more or less traveled with his guardian, learning the way of the world. This went on until he grew up and moved on to do his own thing, where after possibly centuries of traveling and looking, he found himself on the island and came to be a resident there. Since then, he’s been traveling around the island, meeting contestants, befriending a few and sadly, indirectly killing them through their drinking of the water he lives nearby or staying in his “shroud radius” too long.
A b i l i t i e s
Poison Blood: Like every Bloody-Bones, Muir's body produces a natural toxin that is highly deadly and tends to result in death if not treated in time (usually within three hours). Symptoms consist of: increased nausea, hallucinations, bloating, temporary blindness, vomiting of blood, weakness, numbing and memory loss/gradual decrease in intellect. The cause of death from the toxic blood is internal failure of all organs. The cure usually is holy water, a sort of counter-balance that neutralizes the toxic blood. This blood can also taint any liquid but holy water.
Regenerative Abilities: The other ability Muir naturally has is his ability to heal himself. Save for fire and holy objects, Muir's body can repair itself from all kinds of damage. From being able to reattach his arms, legs and other appendages, to just naturally being pulled back together Muir is just about impossible to kill, save for of course the aforementioned two methods that can harm any Bloody Bones.
Shroud Radius: Muir naturally produces a Shroud Radius that, as explained for Bloody Bones, alters the world around them in a certain area to that of a more dead, lifeless quality. This Shroud Radius for Muir is rather large and contains a few shadow and monstrous creatures that thrive best in his Shroud Radius
Beast Control: Not really a power at all, Muir just happens to be protected by three of these creatures due to of course his Shroud Radius being their habitat. They consist of:
• Shadows - Living shadows that otherwise feed off of dark energy. Weakness is white magic. Low intelligence. • Traveling Flytrap - An enlarged Venus flytrap that can move via sinking underground and forming tunnels to travel through, it grows in low-grade soil and requires a constant flow of dark energy to thrive. Weakness is fire. Low Intelligence. • The Cumberdahmon - Very rare to find in a Shroud Radius, it is a creature that literally builds upon itself from the corpses of other monsters. They tend to prefer not living in any Bloody-Bone's Shroud Radius since there is never enough creatures to attach to itself, but in the case of this one it can find just enough that in fact the reason why only three creatures live in Muir's Shroud Radius is because the Cumberdahmon kills any flesh-based creature that comes to try and live here. This is why the Traveling Flytrap and Shadows can survive; these two are not flesh-based. Weakness is white magic and an unstable body. Extremely intelligent.
O t h e r Muir often tries to make friends with whatever dark spirits and creatures live in his shroud radius. And his shroud radius is actually very large.
T h r e exxT r a i t s Secretive, Gentle, Caring
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Posted: Tue Feb 28, 2012 6:25 pm
Team Two Spiritual
Q-DeeN a m eQuidel Soun & Q-DeeN i c k n a m eSoun & QA g e 31G e n d e rMaleR a c eSpiritualT e a mMallandaiaP e r s o n a l i t yFirst and foremost, Quidel is extremely particular down to the point where he comes off as both a perfectionist and fussy. When it comes to his daily life, everything must be neat, tidy and done with finesse. Anything less and he deems it failure. As such he will continually redo little things to make sure he does it “right”, whether it be cooking or something as simple as making his bed. When it comes to others, he is much the same and will not accept anything less. This can make him very fussy to deal with, though thankfully Quidel will only ask that things are done well. While he may be a perfectionist of sorts, he is not greedy and won’t ask for high class materials or food. A simple sandwich will be fine with Quidel; just as long as everything is even and done right.
Following his perfectionist ways is Quidel’s pride. This is the main reason to why he’ll try and do everything perfectly instead of simply making others do it for him. To Quidel, one cannot be prideful less they actually have done something worth being proud of; and in his case everything he does, if done perfectly, is something he can be proud of. This can leave Quidel giving off a narcissistic attitude, however he can also come off as very critical of himself at times of failure and thankfully he does not think of himself as the best person in existence. He knows when he’s been beat, and he knows when someone is better at something than he is; though that doesn’t mean he won’t try and get better at said thing.
Finally, Quidel can be stubborn. He would have to be if Quidel would be willing to waste precious time trying to perfect even the littlest of daily things. Worst of all and as expected, he will never listen to anyone when they try to stop him from “perfecting” whatever he is doing and can even push others away if it seems they’ll be an “obstacle” to succeeding at reworking whatever it is he did “wrong”. This is usually where Quidel is at his worst, since he can be snippy, easily angered and downright nasty to those when he’s being his bullheaded self.
On the topic of Q-Dee, the little spiritual being is the part of Quidel that actually accepts failures and mistakes. In other words, one could say Q-Dee is the relaxed, flexible and humble part of Quidel that was broken away at the time of his transformation into a Spiritual. Usually at times where Quidel messes up on friendships and nearly ruins them with his stubbornness, Q-Dee will be nearby to go and apologize for him, followed with trying to relax Quidel and convince him that it’s alright to make a few mistakes.B i oMuch of what Quidel became today did not occur until his late teens. Born into a mildly well-heeled family, Quidel was raised how to be a proper and well-behaved gentleman. With his mother and father working to raise their son as well as they could without, of course, pushing him over the edge; he had a fairly well balanced and equally well off childhood until he began to reach adulthood. At the time that Quidel was 18, he had heard numerous stories of a graveyard in their little town that, at the witching hour, had numerous ghosts float up from the graves to haunt the cemetery.
Many of the children didn’t believe this including Quidel; but his parents had warned him time and time again not to go there at that time. Of course though likely any teen he had disobeyed his parents one night and with a gable of friends they headed off to check out the graveyard. At the time of twelve, nothing happened at first. Then as they were told, numerous ghosts had risen up from the graves, terrifying the poor teens. They all attempted to flee however Quidel had found himself tripping over a root and proceeding to knock himself out.
By the time he had awoken, day had arrived and he was alright save for of course the fact that beside him was a small creature that apparently was a part of Quidel’s soul, broken away due to the ghosts and leaving Quidel a “Spiritual”. Ever since that day, Quidel hadn’t been the same. With Q-Dee being the part of Quidel that could be humble, flexible and relaxed Quidel became his prideful, perfectionist self that often driven away most of his friends because of how fussy he was. Oh yes he succeeded in school and at work, however his need for perfection left him hard to be around and many of his friends began to distance themselves from him.
Quidel sadly never noticed, too engrossed in his own struggle for perfection and just continued on with his life. As expected, it wasn’t too long after Q-Dee came to be that he heard of the games and finding nothing was more prideful than coming home with the stone, he struggled hours and hours perfecting his fighting just so when the games came around he’d enter. Of course he was able to get in, but alas he couldn’t come in as Second in Command or Leader, though thankfully he did not hold that against them.A b i l i t i e sInvisibility/Transparency: Like any "ghost" like creature, Quidel and Q-Dee can become invisible or simply transparent. The plus side to this; he can sneak around, go through walls and can't be hurt physically. The downside though is that he can't harm others and certian spells can still harm him. Not forgetting that he can't stay invisible forever. For him, doing this trick is like holding his breath in some ways. After a certain amount of time he has to come up "for air" otherwise he'll pass out and reappear physically. Q-Dee on the other hand can stay like that forever, since he is in essence a ghost already.
Possession: Another ghost-like ability Quidel has is possession, albeit it isn't human possession. Quidel can simply go into an object, like a knife, and "be" it through lifting it up and moving it around. Q-Dee can do the same, but both cannot go into one item and only Q-Dee can stay in an object like that as long as he pleases. Quidel, again, has a limit before he must leave.
Hovering: This is one thing Quidel and Q-Dee can do for as long as they please. Though their height is limited, both can hover off the ground and can basically float around. This is useful for large jumps or just trying to avoid others.O t h e rQ-Dee though useful in many things can not hurt anyone. Alas, he can only avoid attacks nothing more.T r a i t s ₪ Particular ₪ Prideful ₪ Stubborn ₪
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Posted: Tue Feb 28, 2012 6:25 pm
There is no tournament for Ithus.
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Posted: Tue Feb 28, 2012 6:26 pm
Miss Fruit Loops There is no tournament for Ithus. oh ^^" I kind of wanted to make some changes anyway so il fix that :3 and post it again..
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Posted: Tue Feb 28, 2012 6:26 pm
All of your characters are accepted. =3
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