Welcome to Gaia! ::

Reply Shades of Grey
Character Index Goto Page: 1 2 3 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Joseph Brown

PostPosted: Sat Jul 08, 2006 10:32 am


The people you have to work with/kill


Now, I bet you're wondering how many points each player is worth. Well, it's a simple formual really.

Character Level x 100= Points your faction gets for defeat.


So that means killing a level five character will net you 500 points, while killing a level 20 will net you 2000 points. As a note, major faction NPCs are worth more than their level value due to tactical significance and such. Plus killing them is that much more difficult.

PvP Rewards

Double Kill
Kill Two PCs.
300

Monster Kill
Kill Three PCs.
600

Hunter Killer
Kill Four PCs.
900

Warlord
Kill Five PCs.
1200

The Grudge
Kill or assist in killing three PCs of the same faction.
200
PostPosted: Sat Jul 08, 2006 11:05 am


This post reserved.

Joseph Brown


Joseph Brown

PostPosted: Sat Jul 08, 2006 11:11 am


Indubitably
Username: Indubitably
Name: Nijemi Reever
Description: In her early twenties, Jem isn't what you'd call beautiful, but is rather more boyishly attractive. The tomboy, when not on duty tends toward the attire of a worker, flannel shirts, boots, the occasional cap, and tough fabrics like denim. Also far from physically intimidating, she's the runt of her abnormally tall family, being a lean 5'4". Clearly having at least a few Irish ancestors, the girl's short, straight, red hair is a darker color than most, being more burgundy than orange-red, however it isn't her most unique feature.

The thing that differentiates Jem from most people are her eyes. Her left eye is not an unexpected color, being a bright green, however, her right eye... Is a bluish-grey color, signifying it's blindness. The pupil is almost non-existant, due to an accident with flames at an early age. With a light tan, and a lazy smile to match half-closed eyes, Nijemi Reever is exactly the type of person people naturally underestimate.

Quirks: An optimistic pessimist, Jem finds humor in everything, even if it comes out a little morbidly dry. Other than her timid appearance, her laidback, laugh-out-loud manner portrays her as weak, possibly useless, and really nothing more than comic-relief, when in fact she's a shrewd girl, that being smaller than her rowdy family and co-workers, has had to hone other skills than intimidation. Clever, and subtly manipulative, the surprisingly sweet young woman knows not only her own strengths and weaknesses, and how to utilize them, but those around her as well.

Charming, and rather amusing, Jem is often teased, and teases herself with her lack of depth perception. No real getting around the fact that she's blind in one eye, and without that... It's hard to gauge depth. However, the accident occured so long ago, that she's lived that way for most of her life, and therefore naturally compensates what she sees, for what she knows is truly there. Still, in the heat of the moment, she often misjudges distances, although how much of this is playacting is unsure. Nijemi likes to overplay her weaknesses to her enemies, and underplay her strengths. The redhead is a strategist, not a warrior.

Equipment: This not being a movie or a videogame, both of which Jemi is rather fond of, she has more than one set of equipment depending on what's called for at the time. Also, being backed by the Skinner Mining Company has it's perks. But as a rule, she usually carries a handgun strapped to her thigh, a taser for nonviolent takedowns at her hip, light body armor, as she relies on speed and cover for protection, and her two most important pieces of technology.

First, is her standard 'weapon'. A gun that doesn't shoot bullets, but instead, high-voltage blasts of electricity. The taser, for a friendly approach, is nothing compared to this, which is designed to at least give 2nd degree burns to a person, and at the worst, burn them from the inside out. Why this cruel item? The file she recieved on the 'monsters' inhabiting the Vale, was rather vauge, describing them as inhuman, and almost 'shadow-like', therefore, bullets perhaps, would be useless. But what living thing can't carry energy? Intelligence would suggest that electrical impulses could harm anything, as they can travel through anything. Hence, the specialized gun. Naturally, she carries several charges for it on her belt, as it, like any other gun, runs out of ammo.

The second, and her favorite piece of technology, is her helmet. Not only is it equipped with a communicator, it also has several modes for the visor across the front. It doesn't correct her vision, as a blind eye is blind, end of story, but it does have several modes. Nightvision, Infra-Red, and what Jem fondly refers to as 'Spooky-vision' which sees traces of paranormal energy in the area. The technology is experimental at best, and often fails to work, or shorts out without frequent charges, and is therefore rarely used by Jem, however, it IS a valuble tool.

Abilities:
Magical:
-Latent Powers: Nothing active, nothing she can use in attack or defense, but something lurking inside her that gives her a special sensitivity to 'other' or the inhuman and non-mundane. Perhaps the cause for her charm and intuitive actions.

Mental/Nonaggressive
-Charm: Usually, people wouldn't consider this an ability, but for Nijemi, it truly is. Able to incorporate herself into any team, she makes people laugh, forget their worries, and more often than not, feel protective toward her, which is a good thing when someone might try to kill you. This also gets her out of quite a few tricky situations, makes her a good negotiator, and also helps her smooth things over with rivals, and opposing sides.

-Intuition: Lucky for this girl, intuition evens the odds for her blind eye, as she may not be able to judge distances too well often enough, but can usually sense something coming at her before it's too late. This, mixed with charm, helps her make sound decisions and take healthy risks.

Combat
-Weaponry: For anyone who's for all basicalites a mercenary, combat skills are a requirment, however, not close to her strongest point. More skilled with bodyshots, rather than kill shots, she's incredibly accurate for a woman with only one good eye. If she had both, she'd probably be a sharpshooter, however, she doesn't, so she isn't. Instead, she simply uses weapons she's more experienced with, like her electro-gun, rather than a normal one. Electricity, even if shot into someone's foot, will travel throughout the body, so it doesn't matter as much.

-Self-Defense: Being small, she started learning self-defense at an early age, in the somewhat likely event she was attacked, by either a random man, or an enemy, later in life. Though she doesn't know how to kill a person quickly with her bare hands, she CAN disable them, and do several throws and releases to escape, and more importantly, get help or a reach a weapon. However, unarmed, and overpowered, Jem is basically screwed, without some quick wit and extreme luck.

Miscellaneous
-Tracking: A rough-and-tumble miner family that went camping and hunting gave her slight skill in not only tracking prints, but also recognizing traps, as she's built a few herself. Unless she's not paying attention, Jem's not very likely to fall into the pits those pesky villagers seem so fond of making.

-Sign-Language: Not your standard 'A,B,C,D' stuff, what she really knows are sort of... Signals. Ways to speak to a team of individuals without saying a word. She doesn't know very many, and can't carry on a conversation, but she can get points across. Think 'we're surrounded' or 'stop' or 'proceed with caution'.

-Cards: Aww, come on. Not everyone's abilites are combat-related! Jem is a trickster, and not only knows basic card games, but also ones like 'three-card monty'. An entertainer at the mining camps. After all, people get bored.

-Cooking: Nothing gourmet, mind you, but good, hearty food that makes hard workers, and not-so-hard workers happy, and fills them quickly. She also is used to not working with many tools, and simply needs a fire, the food, a pan, and some utensils.

History: One daughter of a set of four, Jem and her sisters grew up with their miner father and no mother. Due to this, all except one are tomboys of sorts, that don't mind hard labor, and Jem, being youngest, was often brought on mining trips with her father, back when the company was having a better time with resources, so he could keep an eye on her while the older girls went to school.

While on one of these trips, she was left in the care of one of her father's friend, who was... Well, he wasn't the parent material. The young Jem discovered what lovely toys matches could be, and ended up holding one a shade too close to her eye. Her screams could be heard throughout camp, and after a trip to the hospital, her father was told she would never see out of her right eye again. Still, she continued to come with him on his trips, loving the outdoors, and spending her time at the main camp with the men eating and on break.

As she grew older, however, she went less and less, showing a distaste for the Skinner Mining Company and their practices, although she didn't blame the men for going through with their orders. Everyone needed to get paid, didn't they? Instead, she decided to look into police work.

Although she passed most of the tests, she was discharged from the Police Academy because of her eye, and after a long talk with her oldest sister, a bounty hunter, decided to go into practice with a 'specialized' mercanary company. Basically, the company kept all these different 'specialists' on file, and sent jobs their way.

After pulling off several of these, with hitches, but pulling them off nonetheless, along with her willingness to take abnormal cases, and cross-species cases, she was bumped up in the rankings and given semi-control over a team of four men and one woman.

This promotion, however, was what got her involved with the 'Vale Situation' as her bosses had called it. They'd sent their newest clients, the Skinner Mining Company, the files of all their qualified teams for their 'issue' and after a cross-referencing with their own databases, they discovered the connection Jem's family had with them, and picked her, sending her news of her father's death as incentive, along with a handsome check.

It worked, and here she was, taking up residence with her team in a miner camp in the infamous Vale.

RP Sample: [Random RP Intro for a character in April '06. Hope you don't mind.]
Exit Light. Enter Night.

Snow didn't bother one as hotblooded as the young woman currently making her way down the middle of the road. In fact, to her, the stark white was a brilliant contrast with not only the black, wet street, but with the heady scent of blood in the air. Blood. How quickly that had become her life.

Stopping to enthusiastically air-guitar along with the song thundering from her large DJ headphones, Enter Sandman by Metallica, the moonlight hit her perfectly, lighting her up in a way that made her stand out from the bleak, rather hopeless looking appartment buildings of the new Russia.

If anyone had been glancing out their window, their gaze would have been drawn to the enticing creature dancing her heart out in the empty street, as if knowing she held an audience. Their eyes would have instantly taken note of her blood red hair, cut short in a way that made the wearer seem mischievious, if not impudent. A hackjob, wild, and of different lengths, falling into mismatched eyes; the left a blazing green, and right a vibrant purple.

Due to the iffy light of the moon, the glint from her piercings would draw them to attention rapidly, revealing two stainless steel rings on her right eyebrow, which she was incapable of raising, one ring in her bottom lip, a wild array of them in all parts of her ears, and due to her current rocking-out actions, one bold piercing in her tounge. How... Charming.

As their gaze naturally drifted down, a cross, made of stainless steel, was rather large, and dangled from her neck, it's chain thicker than to be expected. For a top, she wore a darkgreen hooded vest, with the zipper undone low enough to show she wasn't wearing anything else, that'd obviously had the sleeves torn or cut off. Bare, tan shoulders showed off tattoos that simply appeared to be thin, black spirals, and her wrists were covered with bracelets, under which were fingerless black gloves that extended to her elbows. Her bare fingers, the nails of which were painted purple and green, were covered with rings. Stainless steel, naturally. The vest cut off just below her ribcage, revealing a pierced navel, and black, loose, jeans with purple patches covering them, were belted low on her hips. Scuffed steel-toed boots completed her outfit, and as the nineteen-year-old finished her guitaring, she flashed a grin, revealing sharp, predatorial teeth.

Tate Kreery was a lycan.

One of the few females out there, from what the thin, tomboyish girl had seen. Not that it bothered her. What did bother her was the lack of activity in the city lately. Something was scaring the prey away, and for once, it wasn't her. Her unique gaze followed fleeting movements in the shadows, and that wicked grin was back, as she took a step toward an alley.

Off To Never-Never Land.


Faction you wish to join: The Skinner Mining Company

Faction Reason: Nijemi actually dislikes the Skinner Mining Company, ad can sympathize both with the 'monsters' and villagers, but she doesn't approve of them taking their anger out on men who are just doing their job, like her father was, before he fell in a trap and was killed. For that reason, when she was approached by the company because of her reputation for taking 'odd, unique' cases [read: spooky], she agreed, if only to get to the bottom of what was going on in the Vale. However, her official job is simply to protect the miners from would-be 'terrorists'.
PostPosted: Sat Jul 08, 2006 11:16 am


Stryphe
Username: Stryphe

Name: Stryphe

Description: I'm at a rough six feet, covered from head to toe in a sharp, dark business suit. Not very distinguished at all, I know. But hey- I make it look pretty damn good. Beneath the suit, nearly every inch of my agile, capable body is covered in toned, efficient muscle. I know I sound like I'm advertising myself or something, but Dan's making me do this so that I can whup some a** for the Shades and make some connections. So I've mastered his body and sculpted it into an ally that will do all of the things I tell it to with as much speed and power as capable. I like to be able to kick as much a** as I can, ya know? It's the body of a master warrior that's had centuries to turn himself into a fighting machine. This body, since I began living, for the most part, at the Alpha building, has been kept pretty clean. No dirt under the finger or toe nails; no dreadlocks; no body odor- nothin'. It's like the 'old' days, really. Now for the last few details. My hair was getting pretty long not too long ago, but after a nasty little run-in with a pain-in-the-a** bird, I had to get it chopped off. After a little bit of attention from some nice people in town, I'm sporting, once again, the short, black hair. The kind a babe can run her fingers through. And, ah... Green eyes. Bam. Done.

Quirks: Okay so my character's a bit of a blockhead when it comes to personal issues, or anything that involves his pride or confidence. That's when he let's go of his usual calculative eye on things. He's calm, cool, and very efficient as long as things don't get personal. When they do, which is rare, he will fight for what he believes in no matter what. He's also a very loyal dude- especially to his friends and ally's. He's a fun loving demon-man, and will take most chances he gets to use snide, rude, and/or scathing sarcastic comments to get a rise out of people who haven't earned his respect. His main strength is his iron will- but his weakness is his confused stayed of living he's in. Stryphe doesn't know what path to take himself down- he does not know what he truely values. He's kinda unpredictable sometimes, on a small scale.

Equipment: Just one thing- his halberd. Not any normal halberd, it's made from metals not found on Gaia, and has yet to suffer any dents, scrapes, or breakings. Crucial gripping points on the staff part of the weapon are covered in a decorative looking layer of shark-skin. That bad boy isn't slipping from his hands anytime soon, I guarantee that. Also, in true a**-kick fashion, the weapon is much taller than he is. It's just more badass like that, you know? And the actual top of the weapon, the part with the blade and all that, is just badass. It's like some sort of fantasy weapon people get custom made and sell on ebay or something, you know? It's wicked looking, not smooth at all, but still sharp as hell. Almost as if it's some sort of jagged crystal formation. A portion of the blade once kept the soul of a nemesis-turned-friend he's had for centuries- the serpent demon, Jormagand (the spirit now resides within Stryphe himself). The inexplicable connection between the blade and the actual soul of Jormagand is the most important detail concerning Stryphe's weapon.

Abilities: Stryphe's not the kind of guy to come up with special moves and memorize flashy names for them, you know? So he's got three basic areas of ability, when it comes to combat. I'm gonna lay 'em out for ya.

Demonic Omnipotence- This kicks d**k. Stryphe has the spiritual one-ness needed to be able to focus his and Jormagand's spiritual energies and give them massive kinetic force using his body as a conduit between the spiritual and the physical. This power is flexible- he's able to enhance his already superhuman punches and kicks with this spiritual energy, giving them more force or intense heat. Stryphe's able to fire the energy away from him and blast/impale opponents from afar. I'm not going into the super-specifics here. Let's just say you're not gonna see the man blowing massive craters in the ground or destroying cities, but he can seriously ******** up most anyone or anything not smart enough to move it's a**.

Superhuman reflexes/strength- It's not what he rely's on completely, but yeah, he's got a bit of it. You know how some demons can appear to be normal human beings but be able to lift cars anyways? Neither do I. This applies to Stryphe, as well. Though not completely a demon, the demonic qualities left in his soul and the entirely demonic soul of Jormagand give Stryphe superhuman level strength and speed. Far stronger than than the strongest human beings he is, but lifting a bus or something in one hand is something you're not going to see him do. You're not going to have 80 rounds of bullets dodged, either. The superhuman qualities he does have are nowhere near the point of a character who's only power may be super-strength or super-speed. They just put him well beyond average.

History: Long damn story, folks. I'm gonna try to make it short, and hopefully remember all of this for you.

Centuries upon centuries ago, before Stryphe was born a demon, the giant serpent-demon Jormagand slumbered in the depths of the Gaian seas, wrapped around the world. This is where Stryphe's story truely begins, if you want the entire picture. So the snake demon slept- and the thing was powerful. Powerful enough so that the higher-ups down in hell didn't really want it to wake up. Ever. They feared that if it ever proved disloyal, it would be too much a pain in the a** to try to destroy or contain. But when sleeping, they could make sure no problems could ever arise. Naturally, they wouldn't do such a thing without making sure that Jormagan could still be used. So, the most powerful demons in Hell devised a way to contain the serpent but still use it's vast power- and that was to trap it's spirit in the blade of a knife. A knife to be used by many of Hell's most trustest agents for ages.

But why did the knife get passed on to more than one immortal being? Because the demons using it wouldn't stop, in one way or another, destroying themselves. The anger of the soul trapped inside the blade of the knife overcame all who tried to weild it's power.

Enter ME. Well, my character. And I'm gonna say it right now- no, Stryphe was never able to weild the knife. His fate would have been the same as the others who'd tried to use the weapon, had it not been for Jormagand's long-time plans finally being able to come to fruition. Stryphe was born, victorious over his brethren in a battle for rank, and then bestown the knife. He was crowned the Demon of Pain and sent to Gaia to carry out Hell's dirty work on the mortal plane. Jormagand would not kill Stryphe. No, Jormagand had finally managed to somehow gather enough power to be able to break himself free from his prison. He would posess Stryphe and bring justice to those who imprisoned him.

Only none of that ended up happening. Stryphe and Jormagand actually began to cooperate. Jormagand's power biding had given Stryphe time to befriend the vengeful spirit within the knife and find some common ground. After some business dealing with The League Of Gods and Deities, the powerful god, Falis, and the Barton Forest... Stryphe was dead. Killed by an abomination sent to plague the planet that was dispatched by Kitsune and the others protecting Gaia and the Barton Forest. However, Stryphe's spirit lingered. His one and only chance of coming back to life and not being sucked back into hell and punished for his rebellion was Jormagand- and it would seem that the serpent demon would be posessing Stryphe's body afterall.

With finally having enough power to break free from the blade of the knife, Jormagand did so. After entering Stryphe's body, Jormagand scoured the forest for his friend's soul and after finding it, united with the soul of Stryphe inside Stryphe's physical body. All was good and wonderful.

Let's see... Oh, yeah. Forgot to mention. This has all been roleplayed out since the mentioning of The League.

Back to the story.

So there was a little bit of this and that- a bunch of unimportant stuff- that led up to the next major event. Stryphe, after talking with some dude named Morgan (or something like that), gets this Morgan guy to agree to use his mech to bring Stryphe to the bottom of the ocean. What Stryphe wanted was more power- and he knew he'd be able to get this by bringing Jormagand into contact with his old body. And so he did, but drowned doing so, because his friend Sey just had to go with him for some reason, and Morgan didn't want to let her drown, so the only option was to let Stryphe die.

Bring on divine intervention.

Stryphe's bond with Sey caused Falis to take the opportunity to say something along the lines of, "Hey, work for me and I'll make sure you come back to life, good as new."

And so not long after that, Stryphe was a Paladin of Falis, protecting the good stuff. And not too long after that, Stryphe threw down the holy armor and got back in touch with his darker side, feeling more powerful than ever- finding out that his dive hadn't been useless afterall and that Jormagands power had multiplied. Stryphe was feeling stronger than ever at this point. I'm gonna go ahead and exclude the events of Grand Battle in this, because he didn't really have to much to do with that anyways. He managed to get a dragon and a small army of monsters from Kitsune before getting sidetracked.

So Stryphe lived alone in the mountains for a while, enjoying the solitude, planning his next move, and trying to find a direction. His hair got really long, and he started to smell a bit. Time to move back into Barton. He payed a visit to the church and soon after ended up living with his relatively new 'friend', Joseph, at Joseph's company building, trying to find a way to revive his longtime buddy, V13.

So yeah, that's about it. Stryphe's now thinking of bringing back the old B.D.S., and he's pretty much doing great. I skipped a lot of details- the forging of the Black Dragon Syndicate, the emergence of Atticus (Stryphe's malicious necromancing older brother), the battle with V12, the pregnancy of Sey; Grand Wish, that one event with the robots and the stones- tons of stuff. I left those out because Stryphe's history, especially his RP'd history, is so massive and detailed that I could almost write volumes- and that's just not neccesary. But I nailed the important stuff, the kind of stuff you'd find in a breif little history bio.

RP Sample:
Here goes. This can be during Stryphe's earlier days on Gaia.

The demon swung his feet out of bed and placed them on the rough, wood floor. He wrapped his toes around a large splinter jutting out of the ground- the place really wasn't built with much care, it would seem. But he wasn't complaining- he'd never cared for comfort. This was actually his first time in his long life ever even sleeping in a physical bed. It made him feel soft, really. He stood up, letting the sheets that covered him slide to the floor and hang of the bed. He stepped over the sheets clinging to his ankles, naked, and headed for the kitchen, not bothering to look back at the soundly sleeping mortal female still in the bed. He was more concerned with breakfast.

His trip to the kitchen would be cut short, though. He'd turn on the television.

"Eh?"

On the bottom right-hand corner of the screen were the letters V and H, followed by a one. Stryphe glared at the screen for a moment. Then his gaze softened, turning to wonderment. The T.V. speakers were blaring out heavy metal. Stryphe turned a fist toward the screen to mimic what he was looking at.

His index finger and pinky slowly straightened, and he was never the same.

Faction you wish to join: Shades!

Joseph Brown


Joseph Brown

PostPosted: Sat Jul 08, 2006 11:19 am


Tabi Kat
User ImageUsername: Tabi Kat
Name: Samantha Celeste Browning
Description: A slim 5' 3’, Sam's appearance is what she makes of it. She has fooled many a people with her quiet reserved look as well as her flamboyant take charge sexiness. It is only lately that she has found a way to mesh all sides of her personality into one complete person. A pretty young woman with a beautiful smile, her auburn hair is shoulder length, but stylish and well taken care of. She is quiet and slightly reserved with those she does not know, but passionate when it comes to something she believes in. Bright green eyes make her appear a bit exotic, though she sees nothing important in her looks. She often wears short dresses and high heels, but can be found just as easily in jeans and a t-shirt. Though everything is brand name or custom made. She is also fond of leather for biking.

Quirks: Samantha is better then even most women at changing her mood, one moment cold and calculating, the next bouncy and playful. She enjoys everything life has to offer and tries to helps others do the same. She is passionate and caring as well as intelligent and quick witted. She is loaded, and finds it hard not to just be able to 'buy' something. Though she also understands that hard work and effort get you something more valuable and she is trying to prove that she is more then just some rich fluffball.
Equipment:
Pink purse that acts as a bag of holding. Anything smaller then a bread box can fit inside. There is no limit and all she has to do is think about it and she can pull it out. The bag is actually a messenger style bag that is slung from her shoulder. Everyday common items are included automatically, from healing to office equipment. As is Duct tape.

She also tends to carry a small custom made 1911 on a thigh holster or back holster, whenever possible. In the saddlebag of her bike is several rounds for the gun as well as misc shells for other common types of weapons. She has a license for most of them.

A small charm bracelet that casts an aura of protection about her, though she doesn't know it, and tends to act accordingly.

Abilities:It is not an ability persa, but due to the bracelet that Sam wears around her wrist, she is protected from most forms of magic. However, she is extremely susceptible to chaotic magic forms due to a recent brush with Chaos itself, which had been warped.

She is beyond proficient with most firearms or projectile weapons. Having been raised the great neice of the Brownings, it was one of the few non gentle pastimes she was trained in from an early age. While she does not have any great 'magical' ability with spears, archery and sharpshooting are things that she is almost supernatural in her ability in.

She races in semi professional motorbike races, and while not a champion is considered one of the most creative drivers, risking extreme danger when others think things impossible.

She is also a copentent business woman, and capable of holding her own in business meetings. She knows the attitude to project and the most efficient ways to get things done.
History: WroteSamantha Celeste Browning was a normal, happy child with a ‘normal’ upbringing except for a few minor details. Her grandfather was the only child of John Browning’s brother, Daniel. Raised far from her grandparents ever seeing gaze, she was comfortable and content, in Gaia.

However, her mother died when Celeste was 7 years old. From that point, the bright bubbly child felt she had to take care of her father since he was barely able to function. It was simply pure luck that her mother's family was wealthy and it was considered bad form to leave the only heir in poverty simply because her father couldn't be trusted to do anything to care for the child. His last action before becoming as helpless as a child in his grief, was to take a silver charm bracelet from his wife's wrist and place it about Celeste's own, telling her to take care of it. The small slightly tarnished silver rose gently once as it was there, giving the girl her own strange kind of comfort in her loneliness.

At school she was diligent and studious, always performing above averagely if sticking a bit closely to herself. She never went to school dances, was always the last one picked for games. Not due to any lack of ability but that people tended to watch her warily as she was 'too' quiet, 'too' intelligent and 'too' perfect. She was the dream child of parents, teachers whoever. Celeste could do no wrong. A perfect Mary Sue. Yet once she got home it was just more of the same perfection. No rest for the weary after all. She would make sure her father was tucked into his seat with his paper then begin on her chores. The embarrassment of her father was too much for her mother's family so they only retained the barest of help for the house, leaving the majority of it to Celeste.

Cooking, cleaning, all of these were her responsibility from the age of 7. After making sure her papa was comfortable, she would then proceed to clean up what little mess her father had made attempting to do anything before working on dinner. Following her recipe books as well as using her pin money from her grandparents to pay for cooking lessons. Learning how to whip up gourmet food that her father would never appreciate, anything to entice him to eat and not waste away. So each day continued on until her 12th birthday.

Her twelfth birthday, her father was ripped apart by what she thinks of as shadows by a man she had never met but whom her father claimed before his death had killed her mother. The man and her father died together, leaving only the woman who came to help to bring the child in and to call the grandparents. So then, Celeste went to live with her grandparents. The ever pretentious, ever wealthy Brownings.

Her grandparents continued to expect that same level of competence from her even through her grief though no longer did she have to cook and clean. She was even called Samantha as if to replace her mother in their eyes. It was nothing new as they had done it since her mother's death but now it was everyday till eventually she didn't even remember when she had been called her Papa's little Celestial Star.

When she wasn’t in school, she was in martial arts classes, ballet, soccer, anything to keep from being at ‘home’ with her grandparents. She is by no means a pro, but she is more then capable of defending herself and being graceful. She is a Browning after all, they don’t do anything but excel. Being a Browning however, also meant lessons with guns. Hunting rifles, colts etc. Her personal favorite being the 1911. Simple, efficient and a dead aim, Samantha is a good shot and a great person to have covering you. One of the few family pastimes she enjoys.

One day, when in High School a presentation was given by Johnny Gambino about the importance of doing something for the world. To make it a better place. It was nothing more than a hyped up psuedo PR for G corp. but for Celeste, it was like a dream. A dream that was only made better by her grandparents’ approval later that night with Gambino himself at her family’s estate. So it was, that Samantha went to college in Gaia, an alternate world...with magic. With a promised job at G corp. when she graduated. She excelled as was expected with honors. Her very first assignment was also to be her last.

RP’dIt was while at GCorp. that she was assigned to be the personal assistant to one Mr. James Black. An outside representative to head the PR area due to the increased concern of the Gaian public about the company’s ‘research. Between the two of them, they did everything they could, Samantha even going so far as to protect Mr. Black when he went to speak to the Anti-Gcorp group.

Due to a small…misunderstanding, Samantha was treated to a ‘night on the town’ with Mr. Black; letting him glimpse a side of her that no one had ever seen before and had seen the ‘switch’. The next day however, she went to work only to find there was nothing really to do. Instead of going to the party Gambino was holding, she instead went to her home on the other side of the Isle and rested. The lack of interest in partying, saving her life most likely.

Believing Mr. Black to be dead, she actually had a small memorial set up for him in a nearby graveyard. She wasn’t even sure why she did it at the time, only that he had taught her a few things about life that night that she would never forget. With Gcorp decimated, and Samantha refusing to go home to her grandparents, she made her way to Barton Town, finding employment with the daughter of the Leviathan’s arena’s owner, Tellus Jade. She became once more a personal assistant, but it was a pleasure this time. She was helping people and she was far, far away from Gaia.

WroteIn Terra, she learned a bit more about the simple pleasures, even while she watched her employer fall in love with an incubus. There was nothing to do however, and he didn’t hurt her so she said nothing, only continuing her work and research. It was while doing said research that Samantha was out in the woods and that she found a small girl huddled against a tree. The girl’s skin was glowing and she was speaking in a strange language. Luckily, Samantha had taken a dead languages class in college and knew it to be a derivative of Celtic. By speaking thusly, she gained the young girls trust and took her back to her apartment.

Once there, she bathed the child as well as feeding her and such. Slowly the truth came out, that she was Amasa of the Tuatha De Dannan. A child of Faery so to speak. She couldn’t explain how she had gotten to Gaia, only that she had and was scared. From that point on, Sam took care of her, treating her as if she was her own child. Through her connections with Levikit, she found out about Creation Corp. who was doing research on the Fae and the like. Deciding it would be in Amasa’s best interest, Samantha contacted the company using her former credentials as an employee of Gcorp.

RP’d She was hired almost immediately, coming under the direct employment of Mr. Carlise. Both as a secretary and an assassin, for her sharpshooting skills were one of the reasons that Gambino had hired her, she was supposed to be the mild appearing bodyguard.

However, unbeknownst to her, Mr. Carlise had a plan. Of using her and her connections to take control of Barton Town. He kidnapped Amasa and used her as bait to get Samantha to do what he wanted her to do, the way he wanted her to do it. He had interests both inside and outside of Gaia that she could do with.

It was through him, that Samantha found out that Mr. Black wasn’t in fact dead, just being quiet. Carlise wanted her to ‘seduce’ him into coming to a dinner that he would kill Mr. Black at. It was a case of one life for another. Black’s life for Amasa’s. Though it made Sam sick, she agreed. But she wasn’t used to playing the vamp and it backfired, getting her all but thrown out from Black’s office.

She went back to Carlisle, only to find the body of the Fae child lying crumpled on the floor of an iron cage, dead. Without another thought or care, she spun around and shot Carlisle, twice in the chest, before scooping up the body and running. She doesn’t know whether the man is dead or alive, only that she is on the run. She is unsure even, how she managed to get away from the high security building.

She then took the body to the temple of Falis, where she sought..something. There a kind cleric took her in, sending people to bury the body in the temple’s grounds and trying to calm the woman down. Once Amasa’s body was buried, the ground’s began blooming, flowers of all kinds sprouting out of the winter’s cold ground. But Sam was unaware, only seeking absolution to her guilt for not being able to save Amasa, and for even considering taking JB’s life.

RP'dThat absolution was found in Broken City. Though, she never saw James Black face to face, at least to where he could recongize her, she helped save the woman child that he cared for, known as Sey. She almost killed a once friend to Sey, known as Owle and injured a demoness known as Flare.

Taking a much needed respite, Sam went back to Creation Corp, using part of her trust fun to buy the corrupt company. She kicked out the corrupt VP, who then used a chance oppurtunity with the company's little pet project known as B-3113 to gain access to a crystal of amazing powers.

A man known as Leon Invetigation then came under her employ, and was as trusted as one gets to Sam, quite quickly in fact. She believed him a bit of a pansy, but he seemed willing and loyal, and at the time, it was what she needed.

Going back to the Temple of Falis to visit Amasa's grave, Samantha found a strange crystal among the flowers that had sprung upon over the grave. With a bit of embarresment and fumbling, she placed it around her neck, believing it to be a gift from Amasa. And when they returned to the office, they found the spirit of the Faery child there, who instructed them in what their part to be in a game of Chaos.

Taking leave of Leon, Samantha went on a researching spree, leaving him in charge of the company. With the help of her 'valet' Rafe, she found some details that astonished and scared her. Deciding that the game was already in action, she would at least lead the game and set out for the Temple of Chaos within the Void after making a quick few stops at various locations known to gather adventurers and the like.

When she got there, she found the Temple, falling unconcious for reasons unknown, spilling the blood within her bracelet of angelic blood. Later, the former VP also came and was made unconcious, spilling his own container of demonic blood. This was the true activation for the game to begin, or rather it would be once the party was complete with Leon and Owle, who had come to him, speaking of roses, gods and games.

There were thrown from the Temple with a bright light and new knowledge. Rafe was then revealed to be caretaker of this game. Both Sam and Conrad, the former VP found themselves with new zeal and desire to play the game. They sent the adventures off on an adventure. But they were taken over by the spirits of the petals, which the spirit that infected Leon had managed to corrupt.

Eventually, the Chaotic factor, that of the Viceroy, was defeated. But not at a low cost. Hurt physically and emotionally, Sam and Leon made their way back to Creative Industries, where Leon remains in a coma, under special care, while Sam is left to deal with her conflicting emotions. She trusts and cares about Leon, but Viceroy leaves her with a feeling of hunger and passion.

In order to quelm her troubled mind, she takes a job getting the University of Gaia back up to par. And that only adds to the trouble, when a coworker develops a crush on her. It is during the summer break, that Sam decides she needs to do something, anything to get her mind off her troubles. And so it comes to pass that the troubles of the Vale come to her desk. But it is not magic. money or technology that comes to her mind. It is the fact, she has seen what business and war does to people. And she feels sorry for the miners who have been attacked by 'squatters' who are trying to claim the unclaimed land instead of trying for a peaceful coexistence.

RP Sample: clunk

The sound bounced around the cold, unfeeling walls of the hospital room that was hidden beneath the office building. "What do you mean, he's in a coma?!" It was the voice of an angel, but it was tinged with anger and pain, her fist creating the sound as it bounced off the steel wall. She shook her hand to get the blood flowing. It was times like these that she wished she was something more then human.

"There is no reason for him to be in a coma! You said so yourself." The doctor remained calm, watching the young woman pace and fret. "Miss Browning, just because there is no reason, doesn't not mean he is not in one." There was a glare as she turned, facing the doctor.

"Just...." Her hands clenched as she restrained her temper. Where had this temper come from. Always, she had kept herself under control....until him...Until Viceroy. "Fix him...whatever it takes. I want to see that...that..." again she stammered as she forced herself back under control.

"I want to see that ever efficient smile as he replies to me with "Yes, Miss Browning."

"You're in love with him..." it was a statement, not a fact.

"Yes. No...Yes...I don't know. I thought I was in love before. But it was mere shadows. He's..he's faithful and loyal...and god, I'm making him sound like a puppy dog. But when he was Viceroy...." Her voice trailed off on a sigh.

"It wasn't just Viceroy. He didn't have enough power to take him over completely, only emphasize what was already there."

"Yes, Miss Browning." The doctor shook his head. "Why don't you go rest, I'll notify you if there is any change in his condition." Her fingers ran through her hair as she raised a weary head.

"Yeah, I'll go do that..."
Faction you wish to join: Miners. As she can see, they are the least evil. Not the company, but the workers who are merely doing their job.
PostPosted: Sat Jul 08, 2006 11:21 am


Designated Hero
Username: Designated Hero
Character name: Athan Cole
Description:
Athan, despite the weapon he wields, is surprisingly lithe in body structure. He stands at 6’2” and weighs upwards of 190 pounds, and although the weapon he wields his large, the muscle definition apparent on his arms and visible body parts is enough to tell most people that he is a competent fighter. His exuberant blue eyes stand out in stark contrast to the dull brown color of his hair, and they never seem to linger in one place for long. Another interesting quality of the eyes is that around the pupil there is a thin golden ring visible plainly to the naked eye.
His attire isn't necessarily befitting that of a warrior, either. He often dons a short-sleeved shirt, black in color with a black vest thrown overtop. His legs are covered by a pair of denim jeans, while he laces up a pair of black boots to cover his feet. Athan's main weapon, the large sword known as the Kel'Drin, is attached to his back, with steel-reinforced leather straps that hold the weapon in place without the sharpened cutting edges of the weapon severing the bonds. There is also a short sword, scabbard and all, attached at the right hip (a souvenir from the Petals of Chaos). The weapon's qualities are pretty much a mystery to all but Athan, who still doesn't quite understand how it works.
After his time in the Dreaming, Athan’s outer appearance has changed slightly. He is now a full four inches taller than he originally had been.

Quirks:
Depending on the situation, Athan may be one of the loudest, rambunctious people around, or take the route of a silent soldier, leading by example alone. At heart, however, he’s probably just as lost as a college freshman. With no clue as to who or what he really is, Athan has spent the majority of his recent history searching out that particular answer. This side of Athan is rarely, if ever, expressed openly, and only the most talented of psions can pick apart the conflicting surface thoughts to reveal this information. This selfish quest is probably the reason that Athan has not made many friends despite the amount of land he has traversed. Allies are rarely encountered, and they are never kept for long.
Gone is the self-doubting warrior. Without the weight of anyone but himself on his shoulders, Athan is free to boast a confidence that threatens to inflate his head to enormous proportions. Still, he isn’t as confident as to underestimate his opponents. Having seen the heroes (and villains) of Gaia in action, Athan knows full and well that surprises are far too common on the battlefield.
He's quick to anger and patience is, most decidedly, not one of his virtues. Athan's been known to jump headfirst into situations without any care of what the repercussions are. This, coupled with Athan's penchant for bad luck, serves to explain the numerous broken bones incurred throughout his short lifetime.
Untrusting of mages, Athan refuses to even consider the magical arts as a form of battle. He considers magic-users to be cowardly and frail beings, no matter how physically fit they may actually be. In contrast, he loves watching magicians.
A side effect of his lineage is that Athan grows extremely irritable and even develops symptoms of physical illness if he goes without a fight for too long. It’s hard to tell whether fighting or lack thereof will be his undoing.
After his return from the dreaming Athan found that he was no longer well-received by devout priests. Also, it seemed that any semblance of luck on his behalf was gone completely. This is a result of his heritage, as the gods do not tend to favor those that are of the same blood that consistently wage war against the divine. No matter how entertaining their exploits may be.
He's also deathly afraid of bees and will not, by any circumstances, voluntarily enter water.

Equipment:
Kel'Drin (Blade of the Godslayer): Known for its destructive power, Kel'Drin is Athan's weapon of choice. Unfortunately, while the weapon boasts quite a bit of offensive power; its defensive capabilities are limited to parrying. Being used strictly as an offensive weapon, Kel'Drin's blade is double-edged, allowing for more damage to be dealt from more angles. The weapon is surprisingly lightweight, weighing only 13.6 lbs for its 63 inches of length. Kel'Drin's main source of power comes from its extraordinary cutting ability, heralded by many to be unrivaled; Kel'Drin has been rumored to cut clean through solid stone.
Chaotic Blade: A strange weapon, gifted to Athan following the initial defeat of the Viceroy. The weapon seemed to be pretty fitting for a damage magnet like himself. The sword, comparable to a shortsword at first, grows in length when Athan takes damage. The weapon peaks at a size nearly equivalent to that of his other weapon, yet still retains its weight. Not one to deny a good sword a home, Athan has taken a shining to the weapon and uses it without hesitation.

Abilities:
Learned abilities:
1. Ambidextrity: Fairly obvious.
2. Quick-to-Learn: Athan's improvisational skill allows him to gain a feel for a weapon that has only just recently fallen into his grasp. He is, by no means, a master with the weapon, but he can wield it with decent skill. This skill excludes firearms, which he simply refuses to use.
3. Heroic Resolve: Athan's determination has grown to near superhuman levels. Athan has come to be expected to give his best effort, no matter the debilitating effects that he has experienced.
4. Teamwork: At the climax of PoC, Athan teamed up with a pair of heroes that he had no familiarity with. It was there that he uncovered his tendency to pair up with his allies in order to maximize damage output. Athan is now readily aware of such opportunities, should they arise in the future.
Already having familiarity with Vahn Kyonuske, Athan would probably be more apt to team up with this individual than others.
Racial abilities:
1. Steel Skin: As a descendant of the Tyr Kana, Athan's skin has grown tough over the years, making it harder and harder for objects to pierce his flesh. Suitable force is thus required to deal any real damage to him. (IE: Swinging a sword with enough force will cut him, or an arrow will still pierce his skin. But splinters of wood or small objects don't stand a chance.)
2. Master of the Elements: Athan's racial heritage allows him to resist any damage that might be placed upon him by elemental sources. He is able to withstand heat upwards of one hundred and fifty degrees (Celsius) and Cold at negative 50 degrees (Celsius). Any extreme above this range will begin to show surface damage, and if it is well above the range (about 50 degrees in either direction), Athan will suffer the effects any normal human would under similar circumstances.
3. Anti-Venom: The Tyr Kana's blood had been known for its ability to withstand even the most potent of toxins. While Athan's blood is diluted, he is still able to shrug off the effects of many debilitating poisons, and survive extremely potent ones. Concentrated doses may still have an effect, but he will not be killed by them.
4. Strength of the Tyr Kana: While not nearly as strong as his ancestors, Athan's muscular fibers are so tightly woven that he possesses superhuman strength. While his lithe frame limits his strength to a degree, Athan still retains the ability to push and press objects much larger than he. It has not been unheard of for Athan, with arms and legs combined, to press 1000 lbs with his most extreme effort.
5. Agelessness: As Athan has untapped the potential of his dormant bloodline, he has begun to experience the slowed aging process that comes along with it. His aging process has slowed to about 1/10th of the average human, keeping him near peak physical condition for a longer period of time.
6. Mending: Athan's metabolic rate has ascended beyond that of humans. As such, his rate of healing is greater than most. For any real effect to be seen, Athan must rest. Serious wounds (more than two inches deep) require a day or two of bed rest to be completely mended, depending on the extent of injury.
Sword-based abilities:
Fighting style: Brute force, finesse is for sissies, swordplay.
Athan doesn’t play around with tactics or defensive strategy. He sticks to his guns, which involves a lot of charging, screaming, and sword-swinging.
1. Focus Energy (Req: Kel’Drin or Chaotic Blade.): Focus energy requires four seconds (one turn) of uninterrupted concentration. This ability channels the ambient energy of the world around Athan into either the Kel’Drin or the Chaotic Blade. The resulting 'charge' may then be used for any number of Athan's special attacks. Up to four charges may be stored at one time. Any more, and the blade becomes unstable and may break. The more charges the weapon carries, the harder it is to control. Initially, one charge may be held for a minute. Two charges, 30 seconds, three, 15 seconds, and four for 5 seconds. If held for too long, the energy will explode outwards, destroying the weapon and leaving a large crater where its holder once was.
2. Sonic Blade (Req: Kel'Drin, Focus Energy (1-4)): Athan’s only ranged attack. After successfully channeling ambient energy into Kel'Drin, Athan is capable of swinging the sword in any manner chosen. No trigger is required, as the charged energy will simply release itself from the blade in a crescent arc, moving in an identical manner as the original sword slash. The energy does not have any elemental origin, and tears across the landscape for roughly fifty meters distance-wise and has a length of four meters from end to end. The width of the crescent is practically non-existent, a testament to the brutal efficiency with which it cuts through anything in its path. This ability is triggered for every sword swing following the use of Focus Energy. (IE: If Focus Energy is used twice, the next two swings will each trigger the use of the ability. There is no way to hold the charge.)
3. Drive (Req: Kel'Drin, Focus Energy (4)): Athan’s ‘ultimate attack’, as it were. This maneuver requires that Athan first have twenty seconds of constant concentration (for the use of Focus Energy), and then the ability to keep his sword under control the entire time that the action is taking place. If Athan is interrupted at any point before the energy is released, there is a 25% chance that the energy will disperse harmlessly. If not, Athan (not a mage by any means) would become the center point of a very large explosion, leaving no remains other than a crater. Both hands are required to hold the weapon (now incredibly heavy, weighing upwards of 150 lbs) over his head. The blade of the Kel’Drin actually grows in length to over fifteen feet, and glows an unearthly yellow before being smashed into the ground. Anything dumb enough to be standing in the way would instantly be sliced in half due to the extreme weight of the weapon. The impact alone is enough to rip up the earth in a two yard radius, from the point of impact. Cracks in the earth would reveal vibrant burning energy that ends up forming a 20’x 20’ square centered on the extended portion of the sword. (So anything closer than 5 feet to Athan or on the opposite side of him is considered ‘safe’).
This energy rips upwards, destroying the portion of the blade caught in the blast and sending dangerously sharp fragments into the air while utterly annihilating anything caught in the blast radius. Chunks of rock and earth also become hazardous objects for those standing around Athan and Athan himself. The aftereffects are slim. While Athan must exert some energy in maintaining concentration, he is merely used as a channeling device, while the sword itself becomes the focal point of the energy. The Kel’Drin’s point is shattered by the explosion and is rendered incapable of harnessing energy until it recovers of its own accord.
Note: This attack may be cancelled at most any time if Athan uses Sonic Blade, thereby releasing one of the charges stored up in the weapon and rendering Drive impossible to perform.

4. Chaos Factor (Req: Chaotic Blade, Focus Energy (2-4)): The Chaotic Blade, a strange weapon in its own right, has adapted the Kel’Drin’s energy charging aspect to its own structure. The action to Chaos Factor is two fold, the first requirement being that Athan is within striking range of his opponent. With the Chaotic Blade, a quick stabbing motion is performed, impaling the target on the weapon’s point (note: the length of the blade is irrelevant for this ability). The moment that Athan’s blade sinks into flesh (or anything, for that matter) the second portion of the attack begins automatically. At the point of the weapon the charged energy suddenly releases itself by way of pure concussive force. The amount of force is relative to the number of charges placed in the weapon. (The bare minimum would shoot an average person (180lbs) about fifteen feet away from the weapon, while four charges would punt them with enough force to travel a good sixty yards unobstructed.)
End of skills.

History:
(Pre PoC. Made up.)
Athan grew up an orphan under the care of his grandparents. As their surrogate child, he did his best to make them proud through hard work and honoring them as faithfully as he would his own parents. His life remained rather uneventful up until adolescence, when he entered himself into the military. His brief stint in the army was enough to ignite the previously dormant spark of adventure within his soul, and he soon forgot all about his origins, often requesting transfer from unit to unit in search of battle.
The constant barrage of new allies proved to weaken Athan's feelings of camaraderie with his fellow soldiers. Every battle became a quest to prove to himself that he was the best he could possibly be, and he often left many of his fellow soldiers to die as a result.
His individualistic mannerisms eventually resulted in his expulsion from the military, and Athan started a new career as a sword-for-hire. He established himself as a jack of all trades, although most of his work fell into the category of a mercenary, Athan would occasionally find himself in out-of-the-ordinary occupations, including one time that he was hired as a cartographer to chart a safe route through the northern continents, and even once as a diplomat for a group of persecuted natives. The wide variety of jobs taken on from age eighteen to present has since made Athan a very resourceful person.

(PoC):
When chaos erupted throughout Gaia, Athan was one of the many adventurers to answer the call. Searching for the answers to his lost bloodline while honoring the memory of his grandfather, Athan was bound and determined to be the one left standing in order to receive his wish. Throughout the course of the event Athan met and collaborated with a number of other adventurers, although he befriended none, he had begun weaving connections that would, later, prove to help him encounter and eventually end the Chaos Viceroy’s attack on the Barton Town Square.
Whether by luck or skill, he found himself one of Gaia’s chosen champions, and even saved the world (whether or not this was his intent is something that only Athan knows). During the final encounter with the Viceroy, Athan tapped deep into his heart, mustering enough strength to unleash one final attack. It was then that he heard a voice in his head, mentioning the name of a race, the Tyr-Kana. After the fight was over, Athan escaped a death pit and spent a good week or two licking the wounds sustained during the battle.
While he never actually received the wish that he had been promised, he received a hefty paycheck from the invitation giver, Samantha Browning. A large portion of the money went to paying off the Barton Police Department for crimes incurred during the course of his adventure, although they were fairly lenient when they realized the circumstances he was under (they went as far as dropping the charges he wasn’t actually confirmed of committing, such as the abduction of a little girl).
(Post PoC – The Made up stuff):
Following the rescue of Rafe, Athan went into seclusion for quite some time. Not like it mattered to most people, those who had known him were only acquaintances at best, and his friends were few and far between. Athan’s choice of refuge was not an uncommon place. He spent most of his time in the library, reading up on various ancient texts, attempting to solve the history of his ancestors. What were they, how had they come to pass, and why were they no longer present? He knew what it felt like to be one of them, but what did it mean?
What he found was the following:
The Tyr-Kana are a strange race in that their long, gradual ascent to power was followed almost instantaneously by their sudden disappearance. Initially used as slaves, the Kana, as they were originally called, were a race of cat-like imps that had a lifespan of only a few years at most. The Kana, through years of artificial selection, began to grow stronger, live longer, and flourish as a species. They eventually evolved into biped, bilateral creatures that resembled a human with claws, cat-like ears and a scale-like pattern that ran down the length of their back. As all slave societies do at some point, an uprising occurred, and the Kana threw off the shackles of their masters.
That was not the end of their growth, however. Living in an area where predators were numerous, the Kana continued to struggle for survival. Their proximity to the gods only produced more evolutionary pressure upon them, as the gods consistently found joy in tormenting the beleaguered race. Resistance to sudden death was soon a common trait among the entire population, and became a vital role in their next evolutionary leap. Soon, the Kana would be known as the Tyr-Kana, a race to be feared by all.
Fed up with being seen as mere playthings, two Kana lead their people on a crusade. They burned temples, killed pilgrims, and weathered the wrath of Sirtos, greater god of pestilence, upon themselves. The Kana were nearly wiped out by the god's fury, yet somehow their race survived. When Sirtos fell at the hands of two Kana (Valan Keil and Kyrein Traveska, as they came to be known in the texts), something strange occurred. The void of power caused by the fallen god had somehow empowered the race, giving the former slaves the power to bend reality to their will.
From that point on the little race simply faded from the texts, as if nothing happened. Whether the gods wiped them out or they found a new home, it is hard to tell. After some diligent studying, Athan’s books finally discovered something that his sword could not. When Gaia was still young, one of the Tyr-Kana had coupled with a human female. The resultant offspring had started a long lineage, despite the strange ability to only produce one child per generation.
Strangely enough, Athan also noticed that the family name had suddenly switched from ‘Keil’ to ‘Cole’ by way of a translation mishap. Things began to fall into place, and Athan now had a faint grasp on the power that lay dormant in his bloodline. He became obsessed with honoring his forefathers and learning more about them, perhaps even one day meeting them face to face. So he went into training.
Not much had been heard of Athan, but when word of the Vale reached his ears, he found it was finally time to put himself to the test. Armed with a new sword, a handful of skills, and a new motivation, Athan has once again thrown himself into the heat of battle. This time, anything goes.

RP Sample:
“Fff…UCK!”
Athan landed flat on his a**, kicking up a good amount of dirt from the force of impact, his sword clattered to the ground somewhere behind him.
“You really shouldn’t be playing with that power, young one. It’s not a toy.”
Athan’s eyes narrowed at the featureless figure in front of him. What the hell did it want with him, and why was he so damn strong? Athan’s right hand blindly searched behind him, finally finding the source of his sword by way of slicing his finger against the blade. Flesh wound aside, he followed the sharpened edge all the way to the pommel of the weapon before rolling backwards, planting his left foot behind him and assuming a fighting position with the sword pointed forward.
“What’re you talking about? Who the hell are you?”
The ‘person’ in front of him was hardly a person at all. It was tall, easily seven feet in height but it held no actual features. It was naked, or at least, Athan figured it was. Its skin was silver and it had nothing aside from eyes on its face. Somehow it was able to will its voice out into the open, a strange conglomeration of voices that lacked both gender and universal tone.
“I speak of the power of your bloodline, young one. I’m here to warn you that should you grow too careless with it, we will be forced to strip you of it, one way or another.”
“Wait, what do you know about my bloodline?”
“If I told you more now, you would only use that knowledge to bring more pointless war to this place. Why don’t you use what you know now to make a difference somewhere?”
“If you aren’t going to tell me what I want to know, just get the hell out of here before I make you regret interrupting my lunch.”
“I will leave, but not before I tell you this. There is a place called the Vale. The valley there trembles with war. Three factions remain deadlocked over its fate. Go there, find meaning to yourself. Find your reason to fight, child of the sixth movement. Reclaim the honor that you have lost.”
And then it was gone, as if the mysterious visitor had simply willed itself out of existence. Athan didn’t quite believe it, nor was he sure that it was telling the truth. Had it been stalking him? There had to be more to it, that thing wouldn’t have tracked him down just to issue a warning.
“Alright, you win.”
Once he found out where the Vale was, he was going to pay the place a visit. Figure out what was going on, and then maybe, just maybe, start taking things seriously for once.

Faction you wish to join: Skinner Mining Company

Joseph Brown


Joseph Brown

PostPosted: Sat Jul 08, 2006 11:25 am


Zen Rider
Username: Zen Rider
Name: Zen Rider
Description: browned skinned character with hazel colored eyes that change grey when in contact with birght lights for too long. Smooth/clean face with no bumps or facial hair, long hair that stops at the bottom of his neck when pulled down but is usually poofed up into an afro when not braided. He weighs in about 130lbs and is around 5'5 to maybe 5'6. his body type is athletic or well fit, not like that of a body builder or pro wreslter but somewhat muscular.
Quirks: A life filled with hardships and big losses has made the mind of this fighter fragile, but in return he has gained a good sense of justice. Nightmares flood his mind whenever he sleeps making him quite the insomniac, aside from his slight brain trauma Zen is a very cool person, he tries to maintain a positive, friendly attitude.
Equipment: His own blood.
Abilities: Self Blood Manipulation; He has control over his own blood function from the way it flows to how much produces, even being able to stop the flow and creating a false affect of his own death to trick opponents, momentarily. He can manipulate his blood as a weapon and even form weapons that can be hand held, however, his control over how detailed a weapon may is determined on how much time he has to concentrate on it making it harder to conjure weapons in the midst of a battle.
Martial Art; In terms of Martial Arts Zen doesn't really know much about them besides the old movies he's watched or the half a years worth of kickboxing he learned as a kid, other than that he's a pure street fighter with an unusual ability.
History: Eventhough this is an older character I'm trying a newer story with him, This would be Post-Crisis Zen. During a short period of his life Zen under went several events in which his abilities weren't enough to save the very few people that were close to his life. His parents died while vactioning, they caught a fierce disease during an outbreak while on a train, at this time Zen was off fighting in underground pit fights for cash alongside his elder brother. A short lived saga, Zen's brother was slained when he was ambushed and caught several bullets to his skull, the killers still on the loose. The bulk it all must've been when Zen was walking alongside his girlfriend, Vivi the daughter of the governor, the only traumatic event Zen was around to witness. An assassin merely sending a message to the corrupt governor through his daughter in the form of a bullet. She dropped stone cold that noght, dead instantly, but the assassin made a mistake by firing a secondary accidentally, revealing his positioning, Zen hurridly assumed vengeance but it wasn't good enough, killing the assassin didn't fill the void. From there on out Zen has attempted living clean, helping the needy no matter what.
RP Sample: Swift jabs connected to his ribs and face, two ribs shattered on contact as the piercing spike was snapped off into Zen's body. "Son of a b......" his words silenced as the fist of the competitor rattled Zen's jaw causing him to stumble backwards. blood dripped from his mouth and splashed onto the mat of the caged arena, the crowd outside going crazy, screaming for more blood. Zen regained his composure as he snapped ot of the way of a horrific uppercut, the spike piercing out of the combatants fist grazed Zen's nose, but quickly Zen reacted, fierce punchs connected one after the other to the torso of the glutton, well, he was bigger than Zen. The veins in Zen's right arm tensed up as blood surrounded the cocked back fist, as it ignited forward Zen made certain this hit would be powerful enough to end it, "Crash" bones punctured through the combatants chest as a crater pushed into his chest from Zen's punch, the layer of hardened blood re-liquified and seeped into Zen's arm, re-entering his system. He exited the arena as most of the audience yelled many obscenities at him, he wasn't much of a crowd favorite, but he often won the matches anyways. Zen claimed his earnings and exited the arena, he pulled the piece of spike that was broken in him earlier in fight, he tossed it to the street as he arose to the sidewalk as he made his way to the nearby hospital.
Faction you wish to join: The Settlers
PostPosted: Sat Jul 08, 2006 11:28 am


Your Akina
Username: Your Akina
Name: Akina M. Doriligh
Description: One. Two. Three. Four.
There aren't many people you'll find with leafy green hair, but Akina is one of them. The locks are chin length, curling slightly outward. Usually, she doesn't wear a hair accessory, but when she has to put her hair up, the easiest way is in pigtails, as it pulls the most hair out of her face. Her round eyes nearly match the colour of her hair. A deep green, they're framed by black glasses; she's nearly blind without them on. Underneath her right eye is an inch long scar, traveling down her cheekbone.

Akina is lithe and slender, with very few curves to accent her feminine figure. She's more than a bit embarrassed about her body, as she didn't come out with curvy hips and her bust size barely makes a b-cup; her mother and sister are well endowed and endlessly poke at her because she isn't. She can barely lift her own weight, struggling to do so. While she lacks strength, she is agile and makes up for it in speed and stamina.

Her first layer of upper clothing is a large, white, long sleeved shirt. It's old, and the neckline must have been torn at one point in time or another, because it was cut wide with inexperienced hands. The shirt now slips off of her shoulders every now and then, and because it's so large, it would fall off of her completely if not for the second layer of clothing. She wraps a green length of clothe around her chest. It prevents the shirt from falling down. Her pants are black, patched up in odd places from the wear and tear. She hasn't bought new clothes in a while; she prefers to spend whatever money she has on other things. They are too long for her, falling overtop her green and white shoes. Overtop the pants is a skirt; a short, green skirt. To others, it may be a random piece of clothing, but there's a purpose for it. Hooking both items to her hips is a white belt. Her hands are covered by green, fingerless gloves. They don't cover her wrist, and on her right wrist is a tattoo. It's a seemingly random design, almost tribal, done in black ink and circling around the wrist. The only jewelry she wears is a green pendant on a silver chain. But she does have two more accessories. A leather satchel, which carries many a thing, and her weapon.
Quirks: Akina loves to be around order. She can't stand to be around irrational thinking or chaotic motions. While she doesn't talk much, she is in no way shy. Calm, cool, and collected, she has to analyze things before going off to perform an action. If she's swept into action without being prepared, she gets agitated with fear and doubt creeping in close behind. She likes to have control of the situation, though not lead unless she feels the current leader is incompetent. Then, she'll fight for leadership or leave the group. She has a way of doing things that she doesn't like people to change. Stubborn and full of determination, she always sees something through. Her magic is a cause of great fear for her. She lacks talent and skill in wielding it, and the only time she has ever had no control over it was when she first discovered she had an ability with it. She doesn't understand her gift, and though she studies and practices with it, it's always a last resort because she fears it. She is endlessly looking for someone to tutor her.
Equipment: Akina uses a staff for a weapon. It's around six feet tall and little over an inch thick. It almost seems alive with the little buds shooting out at random spots on the weapon. She carries around a small knife, no more than four inches long. It's not much of a weapon, and she mainly uses it to clean out under her fingernails. Her pendant supposedly holds a forest spirit, though she's seen nothing to claim that fact to be true. Inside her satchel are a couple of books, mostly about plants. She also carries around seeds. Many seeds of different size, colour, and use. A couple bottles of water, some food, and personal items also can be found inside.
Abilities: It wasn't until two years ago that she discovered her ability to manipulate the flora around her. Nothing on a grand scale; she cannot make the forest bend or move a mountain. But she can channel her magical talent into growing healthy plants with a fierce speed. She works best with plants that have already matured because it takes less energy and focus. She is not an aggressive fighter; most of her talent lies in defense and stalling and enemy. Her staff is used mainly as a conduit for her talents, but each time she channels energy through it, the staff seems to become more alive. When she first recieved it, the wood was simply twisting around to form a staff. Over two years, small buds have begun to appear as if the staff is a maturing plant.

Since she has nearly no physical strength, she doesn't rely on brute force. Even her magic is a seldom used weapon; the power is used only in practice for fear of it getting out of control. But Akina is fast and agile due to her upbrining near the mountains and her job as a messanger. She doesn't use the staff skillfully, knowing only simple attacks such as thrusting and whacking. It's not enough to wind an alert person, but she has enough stamina and agility that she can dodge and attack for a period of time longer than a normal person. While not strong, she is smart, and uses her brain to trip the enemy up. But she'd rather just talk her way out of a battle.
History: Growing up in mountain city of Bardos, Akina was mostly miserable because of the cold weather. She spent most of her time in the library, reading up on interesting locations; places she might possibly visit when she was older. But as she grew, she came to terms with the cold weather and decided that the adventurous life of a wanderer, seeing new places and experiencing new things, wasn't for her. What she really wanted to do was settle down in one location. A message runner, she had been going up the mountain trail to the mines, there was a cave in. The mines collapsed, and so did half the mountain, destroying a good chunk of the city and killing or injuring hundreds of people. Akina should have been one of the citizens killed. She was injured badly with a concussion, broken arm, and a new scar underneath her right eye, but with the spark of fear came the spark of life to untapped magical energy inside her. It was the awakening of her ability to manipulate plants, and the strongest feat she had ever performed since then. Roots from the many trees had snapped up, creating a shield to block her from the full impact of the rock fall. She and Taana had been trapped underneath the rocks for hours before they were fished out.

Akina came out lucky; her family had been safe. Taana on the otherhand, became an orphan that day. She refused to stay in Bardos, and after much persuasion, she finally convinced Akina to come with her to another land across the sea. Their destination was unknown as they paid for the ticket, joining the quest of a bunch of strangers who happened to be in Bardos, also. One of the group members happened to be a fire mage on his way to sell some magical artifacts. During the voyage, he taught Akina what he could, though it wasn't very helpful. His reason was that their magics were conflicting, though she blamed it on his lack of ability to form a coherent sentence.

The very day they started across the ocean, it turned out that bandits had forced their way on the ship to capture the leader of the gang; a youth who had supposedly been wrongfully accused of murdering his girlfriend. The father of his lost love had put a bounty on his head to have him captured. In the end, the youth, his gang, Akina, and Taana had overthrown the group. Akina had saved the firemage's life, and in return, he had given her the pendant she wears and her staff.

After that, the roleplay pretty much died because the GM was grounded, and I rarely used her since.
RP Sample:
Quote:
I wrote the group pretty collectively, but look over that detail >_>;

"I don't get it." It was the voice of a broken man. The triumph that should have been there was demolished by the sight of success being snatched away.

"Argo..." The man standing beside him could offer no condolences. For too long, Argo and his crew had waited for this moment. Years had been spent chasing the legend they believed to be a reality. And with the outcome presented, every man and woman present felt as if their dreams had been nothing more than wishful thinking.

"I don't get it." Argo repeated the phrase under his breath, his gaze fixed onto the blood of the woman finally starting to overflow above the inscribed designs of the stone alter beneath her. The liquid sparkled in the sunlight, as if crushed diamonds had been fused into it. The magic they had been seeking was seeping out of the dead woman, each drop gaining the shimmer as it hit the stone.

"Argo-"

"Don't try to comfort me, Milo," the older man snapped, the hopeless defeat being replaced by frustrated anger. "The legend is true. You saw it. You all saw it!" He pivoted with his arm outstretched, sweeping an arc across the people behind him. "You all saw how the alter glowed once her blood was spilt. You all saw the light- the outline of the portal."

The silence of the crew remained unbroken, each mind fighting for a reasonable answer to justify the disappointment and alter its outcome. True, they had seen the show of light. It gave proof that magic did exist. But the doors had not opened in greeting.

"I don't get it; I don't understand!" Argo yelled, turning back to the circular stone alter. It was raised barely half a foot above the grassy land of the island, completely out of place. "It should have worked. She was the key. She was the right woman." As he spoke, he crouched down to get a closer look at the dead woman. Her eyes were open, unseeing, hiding the cause of their failure. Argo examined the woman that he had searched twelve years for. Even when she knew her death was close, she had kept that triumphant smirk on her face. Had she known it wouldn't work? Had she known something Milo and himself had not?

"It is possible," Milo began, walking a circle around the fallen figure, "that she gave birth. That is the only explanation I can come to. But in all those years of chasing her, I don't recall her being pregnant." His mind was turning in circles, trying to find the faults of their journey. It was his job to know the things that had been eroded over time into myth and fairytale, and noone knew this legend better than he. Long, yet comfortable days spent in libraries were brought to the surface of his consciousness as he tried to recall every memory on the subject, and moments passed before he spoke again. "That's the only plausible fail-safe that I can come up with, and if it is indeed true, her daughter could be the new key."

"But she can't be out of her twenties! She wouldn't have seen more than thirteen or fourteen years if she had given birth before we had found her." The idea sparked more friction on Argo's nerves. The mere thought of him having spent twelve years chasing the wrong woman set him on edge.

"True, it is uncommon, but given the circumstances I can see the possibility of it having happened," Milo said. "She knew what danger her life was in, as well as the danger she would be putting others in, if the wrong hands fell upon her. And I don't believe she would have minded leading us on a wild chase for nothing if it meant the safety of her child and others."

Argo cursed colourfully under his breath, before reaching into his breast pocket and taking out a crystal vial. Carefully, he removed the lid and lowered the container under the woman where blood was steadily dripping. It took only a few minutes for the crystal to fill, the liquid shimmering enchantingly as he corked the lid once more and stood up.

"For years we have chased this woman," he said, replacing the container back into his pocket, "only to have her slip between our fingers time and time again." The score of people that had followed him over the years watched their leader intently as he spoke, still struggling to see where they had gone wrong. "We played the game fairly. We waited for our time to come. And this is how we were rewarded." He flung his hand backwards towards the woman that had failed him so miserably. "We know the legend is true, we saw it in her blood! And after all this time, after defeat over defeat, I refuse to give up!"

A roar of approval was met with his words, voices raising, fighting to be heard over one another as their frustration and anger poured forth. They believed in the legend. They had spent years chasing the dream. This was nothing more than another lost battle, but the final victory would be theirs.

While the moral of the crew was being raised, a little girl who had been instructed to stay on the ship was slowly creeping off deck, towards the unsuspecting crowd. Her amber eyes were wide in excited wonder as she tiptoed forth, trying to remain unnoticed by her shipmates.

"Argo 'n Milo must have did it, then," the girl whispered quietly to herself, mistaking the cheering of the men and women to be cheers of victory. "They must have opened the portal! It's about time. Milo promised me we would be able to stop traveling after coming here- that we'd live in Paradise." The thirteen year old girl moved around the edge of the crowd to see the portal she had spent her whole life hearing about. But her odd amber eyes did not see a portal, nor any cause to be cheering. Blood covered the naked body of a woman tied to a stake. The only thing that kept her from falling completely on the stone alter she was standing on was the ropes tying her up. Her head was tilted towards the girl, the lifeless eyes seeming to stare at her, freezing the girl in place.

It was too late that Milo saw his charge standing their, eyes wide in terror. It was too late that he moved to block the view of the dead woman behind him. It was too late to do anything, except watch helplessly as the girl opened her mouth and began to scream, letting out the fear inside her and causing the men and women to stop their cheers.

Faction you wish to join: The Settlers

Joseph Brown



themightyjello

Captain

Dapper Elocutionist

5,650 Points
  • Happy Birthday! 100
  • Timid 100
PostPosted: Fri Jul 14, 2006 2:19 am


Snoogins
Username: Snoogins
Name: Michael “Snoogins” Koss

Description: The first two words that pop into anyone’s mind when they get their first look Snoogins, in all of his 6 feet and 200 lbs of glory (he’s not fat. He just carries the few extra pounds really well), will probably be unkempt and scruffy. It’s not that he isn’t clean, it’s just that he doesn’t put too much stock in his outwardly appearance. While he does trim his shoulder length hair to keep it out of his eyes it still looks rather frowzy, the beard doesn’t help much either. The contrast of colour between his auburn hair and orange beard do raise a few questions from onlookers, though he normally just shrugs this off. His face isn’t much to look at with his average blue eyes and rough features but it does help him blend into the background if needed. His clothes don’t fare that well either, normally being just as ragged as the rest of him. The wardrobe he chose normally consists of a light coloured long sleeve button up which is kept half tucked in with the first two buttons undone and a black tie hanging loosely around his neck, a rumpled pair of black trousers and a brown suede blazer that looks like it is tossed into a corner. When he feels like dressing down though he tends to choose jeans and a t-shirt of various colours. All in all he looks the very picture of a slob and this suits his needs well enough.

Quirks: At a quick glance this individual seems extremely laid back as well as a habitual smoker and drinker, while this may be true it is only scratching the surface of his character. While he once held loyalty and pride as the two most important ideas in his life he has learned to put them aside for a higher calling… cold hard cash. This is not to say he will not be loyal, just that his loyalty can now be bought by the highest bidder. He looks at life as one series of unfortunate events after another and the only thing you can do is try to enjoy it, possibly making a few coins in the process. He is not a criminal mastermind but when he sees a chance he takes it, if his reason has not been too blurred by the effects of whatever god forsaken poison he has been drinking that evening. While his physical appearance also gives off the vibe of the “lazy slob” he is anything but. He can readily throw himself into action when the time comes, usually that is. Though one thing can be said about him is that if he is paid to be there he does his job until it’s done, though nothing says he won’t stop now and then for a quick drink or a smoke break. Also he has learned to be tough when it is required; being your average human in a world of mages and shadow demons you have to be tough to survive. One thing that can be said about him is that he is prone to moments of unpremeditated actions or outburst, a minor example of this being the time he slipped scotch into the work coffee pot. Not such a good idea when the company you work for is actually a major crime syndicate. The final thought on Snoogins though is the most important, in which, to him once you’re a friend you stay a friend, even if he has to shoot at you once in awhile.

Equipment: The following is the list of equipment Snoogins has acquired over the years.


Basic equip- Backpack, flashlight, compass, small writing kit (containing a few different style pens, inks and a small variety of different papers), handcuffs, a belt with a pouch for the handcuffs and a place to hang the flash light and a simple gun cleaning kit. Also he is never seen without a flask of some sort of alcoholic liquid, as well as his cigarettes (a carton in this case) and Zippo lighter.

Armour- Concealable Kevlar vest with rifle protection pockets and plating.

Weapons- Smith & Wesson HRT Boot Knife. Teflon coated stainless steel handle, 4.75 inch 440 carbon steel blade, 8.75 inch overall length, leather sheath with clip.


Assault rifle.
Maker: Alliant Techsystems
Model: OICW
Caliber: 5.56mm/20mm Burst
Length: 2ft 9 in. Weight: 18lbs
Magazine: 30 box (5.56mm)/6 box (20mm)

The OICW combines an assault rifle with a long-range heavy weapon somewhat akin to a grenade launcher. The OICW consists of three general parts, a 5.56mm assault rifle, a 20mm bursting weapon and an electronic fire control system. The weapon can be disassembled, and the file can be used on its own (although this is a backup capability - the rifle does not function accurately or ergonomically when detached). The other components do not function unless the weapon is fully assembled.
The rifle is essentially a modified version of the HK G36. It is a gas-operated weapon with a rotating-bolt design and completely ambidextrous controls. It does not have a full automatic setting, but instead offers a single-shot and two-round burst settings. Located on the trigger guard are three switches that control the function of the fire control system (and also switch the trigger to fire the burst weapon instead of the rifle). When detached from the rest of the weapon, the rifle can be used as a standard assault rifle, although it has no buttstock and only rudimentary iron sights. The rifle uses the same magazine as the M16A2, and can accept a 20-round M16 magazine as well.
The fire control system is an electro-optical sight with a night-vision feature. For the burst weapon, it functions as a targeting computer, determining the range to the target and downloading that information into the 20mm round.
The 20mm burst weapon was a new type of firearm altogether. It fires and explosive round, but isn't a true grenade launcher. Like a grenade launcher, it is intended primarily for use against targets behind cover. But whereas a grenade launcher arcs its round over cover, the 20mm burst weapon fires in a straight line at a point just above the target, where the munition explodes in mid-air.
To use the burst weapon, the user first sights in on the target using the fire control system. He activates the rangefinder, which determines the exact range to the target (to within three feet, even as far as 3,000 feet away) and sends that data to the chambered 20mm round. The user then fires, using the same trigger that controls the rifle. The 20mm round in not aimed precisely at the target, but rather at a point roughly three feet above it. When the round reaches the target range, it detonates, going off just above the target. Enemy soldiers behind cover, or prone on the ground, are subjected to the full blast of the round unless they have overhead cover. The burst weapon also features a window mode for use against enemies within buildings or bunkers. The user sights in just beneath or beside the window or opening. Once range is determined, the user shifts aim to the window and fires. The round detonates roughly three feet beyond the window range, presumably inside the room in which the enemy is taking cover.
Alternatively the burst weapon can be used on impact mode. In this manner it functions more like a conventional grenade launcher. The round simply detonates when it comes into contact with an object (the target or anything else).
Unlike the rifle the burst weapon can not be used if detached. If the fire control system has been damaged or removed it can be used in impact mode only, and even then is extremely inaccurate, as it features no iron sights.
The OICW has only slightly greater recoil then the M16A2, and is designed to be significantly more ergonomic (if somewhat more complex) in use.


Pistol with laser sight.
Maker: FN Herstal
Model: Five-seveN
Caliber: 5.7mm
Length: 8 in.. Weight: 1.5lbs plus laser sight
Magazine: 20 box

The FN Five-seveN is unique in that it fires the same 5.7mm round employed in the FN P90 submachine gun. That makes it an extremely powerful handgun - the 5.7mm round has characteristics more in keeping with rifle-caliber ammunition then a pistol or submachine gun round.
Despite its power, the FN Five-seveN is reasonably compact and quite light. Made largely of polymers and composites, it features an internal safety, with no external hammer, safety, or decocking lever. It is recoil operated and double-action. A rail beneath the barrel makes fitting a laser sight or illuminator easy.


Abilities: Combat

Marksmanship: Snoogins is and always will be a gunslinger, though it is not till recently he started using assault rifles as well as handguns. He has had his share of practice with both, having involved himself in the criminal underground for most of his adult life, and is pretty good with them, though his aim could still use a bit of practice. In general the bullets go where he wants them to and as he once said before breaking down into a fit of manic giggling, “I shoots the guns that make the peoples fall down!”

Unarmed combat/Street Fighting: Having been in his share of alleyway brawls and bar room free-for-alls, ones he has generally started, he has learned to take care of himself, though his fighting style is dirty. He will do anything and use everything around him to hurt his foe, or at least impede him anyway.

Melee weapons/ Knives: Seeing as you can not always rely on a gun Snoogins also learned how to use knives in a fight as well. He can hold his own in close quarter combat and is accurate using it as a projectile weapon for up at 6 feet or so. Though he can use a knife it is not his primary weapon and he still needs to work on it.

Non-Com skills:

Writing- Forgery: One of the first skills Snoogins learned while dealing with the dishonest was forgery. This is a talent of his and something that he practices almost regularly, if given the right sample he could write you a note and you would swear it was from your own grandmother.


History: Born Michael Alex Koss this young lad lead a rather uninteresting life for most of his childhood, he had a happily family and two proud parents. He went through the normal stages of life like the terrible twos until his father was claimed by cancer when the lad was only 5 years old. To add insult to injury at the age of 6 his mother was taken from him by a tragic car accident involving a man driving under the influence.
After this tragic even he spent a good part of his life in the ever so “loving” arms of the state care system, being passed from one abusive foster family to another. The thing that sticks out the most of this time is what his third foster father once said to him, “Life’s unfair… get used to it kid. The best you can do is grab what you can and laugh in their face. Oh, and mind you, pray they never catch you”. Michael took in every word of this and never forgot it, even after the man beat him senseless. Michael never let this get too far under his skin and developed a bit of a screwball personality to cope with it. At the age of 15, and after his 6th foster family, he ran away as most boys in this situation do.
Spending the first year of his life on the street he took on the roll of a thug, attempting to make a name for himself, as well as acquiring a drinking and smoking habit. While he did enjoy beating people senseless young Mr. Koss also had a flair for the dramatic which caught the eye of a local con-artist. This matchstick man spent the next two years teaching the kid everything he knew, including how to play to a crowd while robbing them blind and the art of forgery. Soon after this Michael set off on his own, adopting a local slang word as his new name. It was this day that Michael Koss died and Snoogins was born.
(This next part is what I have previously RP the character in… more or less)
Snoogins, new name in hand, had very little idea of what to do next and it was in his search to find the next big score he heard word of a crime syndicate that was looking for recruits. Having nothing else to loose he went to the building in question and it was not too long after this that he joined The Black Dragon Syndicate. His time spent in the syndicate still holds some of the fondest memories he has to date, not to mention a few people he would still be ready to lay his life down for if the situation arose, and during this time he honed what skills he had as well as getting better in armed, favouring dual revolvers as his weapon of choice, and unarmed combat. It seems this was never meant to be and as they say all good things must come to an end. The Syndicate collapsed and Snoogins was once again on his own.
(That is the end of the RP part. The rest is made up to explain what has happened in the time since)
Since then Snoogins has taken whatever job he could, be it in a local extra security bar or handling the messy business the big companies would rather not do them self, and has made a living for himself. His only goal at this point was to get buy and survive, and the only way to survive in modern society was to have a bit of money to throw around. With the bigger jobs he was given access to better weaponry and has traded in his revolvers for a new pistol, something with a little kick to it, and a shiny new assault rifle to enable him to take on the more dangerous and higher paying jobs. When asked why he chose that particular gun though all he does is give an unsettling smile and giggled a bit, all well petting the firearm in question. Hearing about the trouble in the vale Snoogins figured there would be someway to get some money out of this and decided to check it out.

RP Sample: Snoogins sat at his usual table on the patio of the same café he had been visiting for the past three weeks. He looked down at the cup of coffee that was in front of him and marveled at the biscotti sitting next to him. He was in a world of his own enjoying the site of the tasty little treat sitting on his plate until a far off voice brought him back to reality.

“I’m sorry, what was that?” He asked his guest sitting at the table across from him, a man in a very nice looking black suit.

“I said here is your payment Mr. Snoogins. Twelve hundred as agreed”

Snoogins looked at the envelope being offered to it and took it and stuffed it in his pocket, only after checking quickly to make sure it was all there. He picked up his cup o’ Joe and took a large sip his eyes going back to the biscuit before him. It was chocolate, his favourite!

“So, what are your plans for the future,” the man in the nice suit asked him, “I’m sure you have something in mind. You can tell me, use your imagination!”

“Beef… stew.” Snoogins couldn’t help it, it was as if those words came out on their own accord. He smiled at the man in front of him and took a bite of his cookie. “Sorry, I guess my imagination must be broken!”

With that Snoogins popped what was left of the biscotti in his mouth, leaving half of it dangling out and gave the man once last smile before standing up from the table.

“I haffa go nowsh,” he said before taking the cookie out of his mouth to finish his sentence, “Things to see, people to do and all!” He paused for a moment letting his words sink into his own mind and gave a short burst of laughter before moving away from the table leaving the suit to his own thoughts; at least he still had his biscotti!

Faction you wish to join: Skinner Mining Company
PostPosted: Fri Jul 14, 2006 6:56 pm


One Who Is Wise
Username: One Who Is Wise
Name: Brian Traves
Description: Brian is 6' 8", and is the definition of "meaty". He's big, broad shouldered, has strong, good-sized muscles, and is just...big. He weighs quite a bit, despite having much excess body fat, but that can be attributed to his size and muscle mass. He doesn't have much in the way of scars of any real distinguishing marks, except perhaps for a faint, thin line of a scar on his forehead, and maybe perhaps his large stature.

His hair, in the back, reaches to the end of his neck, and along the sides goes just past his ears. In the front, his bangs cover some of his forehead, but only thinly. His hair is a dark brown color, with a few lighter patches. The only other thing of note about his hair is its thickness, and just how shaggy (wild, whichever word suits you better) it tends to be. In terms of facial hair, he has a neatly trimmed beard on his chin, and only a ghost of a moustache.

Brian's eyes are a simple blue color, and like most irises, have some a few other small spots of color tossed in, like small slivers of cyan and green. Just around his pupil is a small ring of brown.

Being the outdoorsman he is, Brian's skin is tanned to the kind of reddish brown (cinnamon?) color that one affiliates with long-term exposure to the sun. His skin is a lighter color under his shirt, and of course, his pants, but under his shirt it isn't much lighter, showing that he tends to go shirtless, something that makes sense if he's from a hot place.

In terms of clothing, Brian wears simple, practical clothing. This is why his clothes are almost all brown and green, with some white shirts when he’s washing the others. His usual clothes are a pair or brown cloth pants, the ends barely reaching his ankle, as they are a bit ragged and worn. His shirt is generally green tan-top of sorts, or a normal green shirt. If it's a tank top, he often wears a loose, white long or short-sleeved linen shirt over that. He avoids clinging clothes, and prefers loose ones, which give him more free movement and comfort, but had an annoying tendency to get caught in things.

In terms of shoes, he sandals, or if he knows he's going to fight, he wears black combat boots.

Quirks: Brian has a tendency towards silence, a large change from his former exuberance as a child. However, having been traveling alone for the most part, he's gotten used to just thinking, having no reason for talking. When he does talk, he speaks softly.

He has a preference of quiet, but not solitude. He enjoys company, conversation as well, but doesn't like to speak loudly, or listen to another speak loudly. He's very protective of his allies, because when you travel, you find yourself depending on your traveling companions in many cases, and they depend on you. However, he hates to depend on others, thus he tries to be as powerful as possible, and gain as much as possible, so that he can always protect others, and not need to be protected.

However, Brian always looks out for himself. He may be irrational in his protection of others at times, like trying to hold of several people so his ally can escape, but he's so stupid that he stays in a situation he knows he can't win. He only fights when he knows he has a change, even if it's slim, because the rush of battle is that much stronger.

However, this doesn't keep him from knowing when to be protected, like if he's injured. He's not stupid, but he can be irrational at times. Normally, he's very calm, quiet, and understanding, he likes to help others with there problems, often because he likes a good challenge, although he wouldn't say that. However, when he get angry, which being as rare as it is, he releases all of his bottled up rage, and gets a massive adrenaline rush, and flips out, attempting to hurt, main, or kill whoever angered him so.

One odd thing to him is his habit or raising an eyebrow, he's one of those infuriating people who knows how to raise one, single eyebrow, which he enjoys flaunting as much as possible. Once again, he'd never admit that he 'flaunts it'.

When it comes to fighting, Brian tends to do two things: One, charge directly into the thick of things, using his Great Sword to cleave his opponents.
Or two: hide and use his bow to shoot someone down, and then charge.
Well, he'll ambush people every now and then (it is practically war isn't it?), which he is good at, because hunting an animal is a lot harder than a person (better hearing), but he likes the rush you get from a battle, the knowledge that you can die, that your life is on the line, and he enjoys that rush.

Not that he'd admit that. Brian doesn't like to admit his flaws, while he acknowledges them, and tried to fix them, he doesn't not like to admit them to others. He also doesn't like to admit just how much he enjoys the company of others. He tries to seem like the lone wolf, the lone wolf who helps you if you need it, but is always a bit aloof, distant.

However, that’s not really how he is, but he tries to come off as that, because 7 years of being alone for the most part made him independent, and starved for company, even if he doesn't want to admit that, because that proves that he depends on others, and he doesn't want to depend on anyone.

Equipment: Brian makes use of his strength in the form of 7' Steel Great Sword, which is great for cleaving. He also has a bow and arrow for hunting, but he's no sharpshooter, but he can hunt down his dinner well enough. The only other weapons he has is a dagger he has on his belt and one hidden in his boot, cliché, but it works.

(I'm not good at describing appearances, as seen in my description; suffice to say I view them as the kinds given in the DnD v3.5 books...)

Abilities: Above and beyond simple strength and strong will? I don't believe so, unless the Shades give him some or something...

History: I have not used this character in an RP before, but here's the history I made for him:

Brian was born in Barton Town, but soon after he was born, his family moved to the Port of Gambino, since his dad got a job as an angler. Brian grew up in a large, healthy family, and lived an average life. Actually, average isn't the right word, awesome comes closer. Living in a loving family, playing games with your brothers and other friends along the beach, swimming, surfing, adventuring around in the not-so-far-off foothills and forests, camping out, etc. The only real schooling they had was tri-weekly home schooling, which may have taken up the whole day, but it left four days to mess around, have fun, and be kids.

His family was a strong believer in the old saying 'do it yourself', and this when asked, "When's dinner?" The answer was "whenever you make it". Thus, when they when they wanted a car, their dad bought an old, beat up one, and they rebuilt it, and none of them were mechanics. However, Brian was 12 at the time, and each boy was two years older (14, 16), were made into just that as they rebuilt the old thing. They had to learn along the way, and often had to completely restart, but after two years, they had it, and beautiful, red hot rod.

These kinds of things are what dotted Brian's life, and molded him into the easy-going, life-loving guy he is...although that would change in time. However, when his father had him and his brothers sent to Durem for a semester so that they could get High School Diplomas, Brian was exposed to drugs and all that. He stayed clean, for the most part, but found himself with a like for smoking cigarettes, although he stayed away from any other drugs. He also witnessed the death of one of his friends (well, to be truthful, he wasn’t much of a friend, in fact Brian didn’t really even know the guy, he was a friend of a friend, but the in the end, death is death) , and that was when he gained his protective, slightly power-hungry nature. He always tried to hide his thirst for strength, and succeeded, since his family thought that all his body training was simply mild vanity, or just wanting to be in good shape.


When he was 14, Brian started taking Martial Arts seriously (he'd always taken a few classes every now and then, the Port of Gambino had a large enough town to have a few schools), and he also started to look for a weapon that he could ‘call his own’. He had wanted to be an adventurer ever since he was a kid, but he had never really taken to any weapon. Swords were to cliché, every hero used one. Axes were like Great Swords without reach, Spears were only stabbing weapons, and the list went on. It was not until he was 17 he reluctantly settled on the Great Sword, and was able to find a weapons teacher in the port who would teach him. After another, tough year of training, Brian found himself an adult, his own man.

At first he though of joining the military, but quickly dismissed the idea, he was not very good at taking commands, not because he would not take them, but because he always thought he had a better idea. Thus, there was just one path left for Brian. Adventuring.

His brothers thought it was funny that their younger brother was to the most adventurous of all of them, but wished him good luck, whereas his mother got a bit teary and told him to be careful, and his dad gave him and old long sword he once used. This, to Brian, was a lifesaver, because he knew he could not afford a weapon. Too bad, it was not a Great Sword.

Brian adventured around, sometimes doing some body-guard duty, security, or just wandering out into the wilderness, finding several amazing things likes enchanted trunks, the occasional wandering wizard, and many other things. He had even been a mechanic for a month, something he had not dabbled in since he was 14. Truthfully, if it had not been for the many travelers he met in first year, or the occasional job he took which took him to Barton Town or Durem, he probably would have starved. He had not had a single idea just how much he depended on his family before, and was disgusted when he saw just how much he actually did. Brian wanted to be independent, depend only on himself, the blade in his hand, and the skill in which he wielded it.



After a year of traveling, he found himself stronger, and wiser than he was before. Definitely, a great deal wiser. He was able to sell some of the interesting items he would found in his travels, and buy himself a good smith to forge him a Great Sword, and get himself a good bow. He quickly left civilization, and found himself once again in the wild.


For the next six years, Brian adventured from one end of Gaia to the other, learning much from nature, wanderers, and from himself. Meditation allowed him to learn much about himself, which was a good thing, and at the same time disappointing.

He had entered the wild with no skill in the bow, mediocre skill with a blade (having, after all, no real combat experience), and a combination of over-eagerness and a hunger to become stronger that led his first year in the wild to be a hard one. Now, he was a veteran, touch as nails, and wise in the ways of life.

He had become an accomplished hunter, a master Swordsmen, and much life experience. When he heard of the Vale, and all of the parties who held interest in it, he found himself inclined towards the Shades. From the rumors, the shades were no longer evil, and could grant someone great power if they aided them. How could he resist? Brian was a good man, through and through, but his lust for power was something deeply ingrained in him, connected to his hate of dependence, his need to need no one to help him. With the kind of power they could give, he would need no one, ever.

Therefore, he found himself on joining the Shades cause without a second thought.


Faction you wish to join: Shades

Joseph Brown


opaj

Eloquent Dabbler

PostPosted: Tue Jul 18, 2006 1:06 pm


Flare Sithfallin
Username: Flare Sithfallin
Name: Flare Sithfallin
Description: Flare has short, spiky silver hair that, due to the laws of anime physics, never gets messed up unless its raining. Her large crimson eyes often seemed focused on something that isn’t there. Her skin is pale, and her fingers end in knife sharp ivory claws. When she smiles it is more often a smirk or an evil grin than a genuine expression of happiness, and it often reveals two small, sharp fangs. Besides the claws and fangs, she looks practically human…save for two massive, midnight colored wings protruding from her back. The wings are membranous, like a bat’s, and when spread fully she has a wingspan of ten feet. She wears a black, fur lined jacket over a simple black tank top and teal flared pants. A rapier is strapped to her left side. This rapier is a simple looking weapon of unadorned metal.
Quirks: Flare is an odd bird. She dislikes friendly affection, often awkwardly pushing away or flinching when she is hugged. She is used to being alone, and being attacked often by demon hunters, as well as by those who have been on the receiving end of her mercenary behavior or her destructive “fun.” She knows how to survive, and certain things have become near instinctual to her, such as sleeping with a weapon, sweeping all corners and the ceiling of a room to make sure no one is hiding, and all manner of useful and non-useful habits. Because of her immortality, she tries not to grow too attached to mortals....however, people have a way of just worming their way into her heart. Though she tries not to show it, she would protect these people with her very life.
Flare enjoys double-crossing her employers, burning people and objects, and long walks on the beach. She still carries the wedding ring her first husband gave her, but she’s always up for a bit of fun.
Equipment: Sharp claws (on the fingers of her hands in place of nails) and fangs, a rapier she hangs on a belt. Since she is left handed, the rapier is held on the left side of her body. This rapier was made for her by a demon friend of hers, but has no unique properties other than being sturdy, well-balanced, and a fine weapon - nothing an ordinary sword would not be if it were well-made. She also has a wedding ring and a love potion in a pouch at her waist.
A good thousand years of work as a mercenary have made Flare fairly wealthy, and she is never without some coin on her.
Abilities: School: Fire based abilities

Flare can create and direct "magical" fire, and has some resistance to heat and flame. While she can't blow up a planet, she may be capable of filling a room with flames. She can conjure flames with the intensity of a candle in an instant; it takes a post's charging time to unleash a fireball that does real damage. With every post she takes to charge, the intensity and amount of the flames she can summon grows larger. She is skilled in manipulating the direction the flames take once they are unleashed, though she is not fast enough to turn a fireball around in mid flight (no homing missiles here.) She can, however, unleash flames that move more slowly, and manipulate those as she will. Most of the time she does not bother, preferring to simply unleash missiles or waves of flame than move at high speeds.

Her resistance to heat and flame is coupled with a weakness to cold and ice. Cold and ice based attacks will affect her twice the usual amount, and cold environments are extremely uncomfortable for her.

Weapon Mastery: Rapier

Flare has trained with a rapier for some time (she is 2000 years old, and began learning when she was 16, so I'm not going to give an exact number. She had about five years of formal training, the rest is practice.) However, she cannot do anything that would count as a "tech" with it. She's just good at using it.

Tech: Flight

She has wings, and they aren't just for show. Flare is very mobile in the air, and her speed in flight is likely her greatest strength.

Tech: Soul connection

Owle Isohos and Flare are a part of one another; they are two separate people, but are somehow a part of each other's souls They blame it on the fact that they 'created' each other...each had daydreams and wrote about the other before they actually knew the other existed; however, it may be for a different reason entirely. They don’t truly understand why they are this way, and at first could not believe the other was real. Since they are linked in this way, they can always tell what the other is thinking and feeling, no matter what the situation. They could probably also manipulate the other's thoughts and actions if they tried, but since they know the other could do the same to them they refrain from taking advantage of the link. Their link cannot be broken or interrupted except by a force that could sever someone’s soul.

However, since Owle is not in this event, it is unlikely this link will come in handy.
History: Non-RP History: Flare was born to human parents*, who wished to kill her when they saw what their child was. It was her "sister" that saved her by her compassion, refusing to let her parents eliminate Flare unless they went through her. Flare matured quickly, growing older in body than what she considered her half-sister. She left home when she had lived but seven years, searching for her own way in the world. Not long afterwards, a war between humans and the demonic creatures on earth occurred, and Flare was forced to fight for her very existence. She met her husband, a mortal, during the war. When the war was over (coming to a sort of stalemate), they lived happily for a time, raising a daughter in peace. After her husband died, Flare remained alive, not seeming to age...her demon blood made her immortal**. She stayed sane for a while, making friends and traveling with them. However, when her friends died as well, Flare snapped. Everyone she cared about would die, and hurt her. She could not stop people she cared about from dying; the only option was to stop caring. She spent the next thousand years of her life striving not to care, killing for amusement, doing anything to keep the boredom at bay*** After a time though, she found another who touched her heart...against her better logic, she allowed herself to love him. She still doesn't know what she will do if she loses him. He is the only thing that restored a little humanity to her.

*Due to the manipulations of certain forces, as well as through the fault of the parents who used dark magic in their "experiments" A full account of this is too long a story to tell.

**Being immortal for Flare merely means that she will live until someone kills her. It doesn’t grant her any resistance to death; she just doesn’t age.

***You try living for over a thousand years. It gets boring after a while.

RP History: Flare Sithfallin entered the Grand Wish tournament, hoping to win a wish that could grant an end to her immortality, leaving her mortal once more. After being nearly mowed down by the bullets of the opposing team, the two teams decided it would be wisest to join forces against their enemies. In the middle of negotiations, the finalists were brought before a mad goddess, and Flare was not among them.
Undaunted by her failure, Flare continued to search for new and interesting ways to get herself killed. She had often thought of ending her own existence, but her instinct for survival was too strong; she could not strike a killing blow upon her person, nor stop herself from pulling up before she flew into a mountain. So she put herself in dangerous situations, hoping to die by an enemy's hand. Grand Hunt was just one more chance to do that. Unfortunately, Owle double-crossed her midway; the girl knew all the locations of the pendants, but she would not tell Flare. Owle knew that Flare wanted the Fire pendant for her own, better to burn things with. Flare ended the hunt pendantless. However, she did meet and fight alongside Truewind, which she counted as some small consolation. She came to care for him as a friend, and in time counted him among those she trusted.
Then the damn girl Owle got herself kidnapped by a man who wanted nothing better than to see her dead. Morgan Flare hated all "muties" as he called them, and Owle was no exception. Still, the idiot girl kept going back again, and again, and Flare always had to pull her hide out of the fire. Both times she did so she was nearly killed in the process; once a bullet pierced her skull, and only a miracle brought her back. The second time, Morgan Flare tore her wings from her back and left her broken and bloody, but not before she'd given him a fine fight. Her ally, the earth mage Brad, saved her, opening the earth beneath her to take her from that horrid place. And her half-sister Irene was able to heal her.
About a year ago, a shadowy figure approached her in a dark alley, promising her anything her heart desired if she would only help his master, Lord Samael, bring a Grand Battle to the walls of Barton. With her loyal allies Alia and Brad, Flare joined with the shadow lord, and made a damn good show of beating at Barton's walls while those she loved defended them. Early on, though, Truewind learned of her true motives for joining Samael. Behind the walls of Barton, Flare could do little; she could lend them her sword and her flames, but nothing more. In a position of power among the enemy, she could do so much more: lead an attack doomed to failure, protect certain individuals, make the enemy fall apart through backstabbing and betrayal. She told Truewind to name two names, and she would protect them above all else. The first he named was the priestess Sey. The second was Flare's own true name.
For days Flare besieged the walls of Barton, and met with little success. Then the priestess Sey was captured and brought to the enemy camp. The white mage went mad, calling forth an army of shadows that destroyed Samael's forces and marched on Barton. However, Sey herself was not infallible; a warrior fell upon her, and would have slain her were it not for the intervention of Brad, Alia, and one James Black. She was near enough to death that the shadows deserted her, and were willing to join with Flare in the time before they faded. She led them in a two-pronged assault with Barton's Defenders, against yet another army that was threatening Barton. She was quite pleased with herself for that.
Then trouble began brewing again, and Carter City presented a new way for the demon to get herself killed. Too tempting to resist, Flare dragged Owle and Truewind with her to save the city being besieged by robots...and have a little fun, and maybe lose that pesky life of hers in the bargain. Unfortunately, she managed to live through it, and didn’t even get to fight any robots. However, her presence in the Broken City allowed her to save Daniel, a man to whom she owed her own life, and his companion Ryoko. Perhaps that was somewhat worth the effort.
Then that idiot Owle managed to run into the only shade lord left from the army Sey had brought against Barton. Shade lord Omikron felt his dark master stirring again, wanting to destroy Barton again…he had come to warn them, and prevent the other shade lords from causing much destruction. Instead, Flare decided to help the other shades destroy things again. Oh, sure, eventually she’ll have to kill them all…but why not have a little fun while she’s at it?
Unfortunately Owle’s idiocy struck again, this time from far into the past. Flare could care less that Owle used to be a goddess, or that her lover from the past was trying to do everything to protect her....all Flare cared to know was that people were trying to kill Owle, and that if some odd game to find the Petals of Chaos didn’t turn out a certain way Owle would go kaputs. Flare rushed in to save the girl, and didn’t even get to have an ounce of fun double-crossing anyone…she did burn down a church, though, and repaid her debt to one Allen Avietre. Bumming both a ride and some medical treatment off of Allen and his comrades at A~E, Flare made it through the game intact and was able to see to it that Owle did, too.
Now it’s back to the trouble with the shade lords again. Seems that Omikron’s gotten in a peck of trouble, and needs Flare to help him out of it. Doesn’t this sound familiar? Tune in next event for the outcome of Flare’s latest adventure in trying to get herself killed.
RP Sample: ((This takes place in an RP that has not finished yet, and thus does not appear in Flare’s history. Owle is currently being threatened by a godlike being, who demands that Owle name three souls to take her place. Two have volunteered already. Flare is trying to convince Owle to name her as the third. The stupid thing Owle has done is attacking the man who’s holding a sword to her throat.))

You can, Flare thought to the girl. You will. I would gladly die for you, you know that. The discomfort was there, as it always was, whenever Flare was forced to admit anything even vaguely touchy feely. Now just don't do anything...

Flare rolled her eyes in exasperation as the girl did exactly what she had been warning her against.

...stupid.

Flare drew her rapier forth from the ground, not that she expected the girl's attack to work. If it did, she would be at Owle's side in a second...but if it had rather disastrous results, such as the large army moving towards them again...

Flare would try to correct the situation with words. "Forgive the girl her impertinence, as you can see she's rash and stupid. Now, I seem to recall having volunteered to stay...why not allow me to be the third, if the others are unwilling? I shall give you no trouble, so long as you do not harm the girl."

Faction you wish to join: The Yellow Eyed Shades
Reply
Shades of Grey

Goto Page: 1 2 3 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum