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by The Republic of Atria » Tue Jun 25, 2019 7:25 pm
by Skyggeheim » Tue Jun 25, 2019 7:25 pm
by Zarkenis Ultima » Tue Jun 25, 2019 7:27 pm
by North America and the Pacific Islands » Tue Jun 25, 2019 7:50 pm
- Excellent Sailor: Three years of sailing the Great Seas has molded Keith’s early adulthood. Underway with the elite crew of the Integrity was the perfect learning environment for any young sailor. A future of sailing is for Keith and guarantees he’ll be a renowned Skipper.
- Local Leadership: Keith has displayed a natural ability for leadership and has proven himself a leader in combat scenarios.
- Iron Stomach: Keith will out-drink you, your brother, father, mother, uncle, and the Gods.
- Inner Demons: Keith his haunted by the death of his father and the excommunication from his old life. He hopes his Mother and sisters are alive
- Overconfident: While bright, Keith is young and his relative success in seafaring has inflated his ego. He could easily miscalculate his chances of success and lose.
- The Impartial Heirloom weapon passed down between the men in his family. Build from an extremely rare metal with world class durability.
by Skyggeheim » Tue Jun 25, 2019 8:01 pm
- Dragon Rider: As explained, Danica is a dragon rider. She can soar atop Tayne and wreak fiery havoc on her opponents.
- Ko'el Magick: As part of the ritual to fully convert her to the Ascendant from the prophecy, Danica's body has been imbued with ancient draconian magic in the form of runic tattoos that coat her entire body. Her strength, speed, and reflexes are enhanced. She has also grown fangs that are longer than normal for the Ko'el.
- Vicious Combatant: Since she began her training, Danica has learned to fight to the absolute death. Her bond with Tayne has only strengthened this primal need. Regardless of the conditions, she fights like a cornered animal.
- Danica is still young. She is not a seasoned combat veteran, nor is she some form of magical entity. She can be bested in combat, and a smart enough warrior will know how to use her vicious nature against her.
- Danica's bond with Tayne is a double-edged sword. On one hand, it gives her strength and speed that far surpasses other Ko'el. However, it also links their mentality and well-being. If Tayne is gravely wounded, Danica will feel her own energy sapped from her body, and vice versa. This creates a fighting style of co-dependence between the two, where they work to protect one another.
- Danica has sacrificed the ability to transform into a smaller dragon in order to bond with Tayne.
- The Serpent Blade: A magical blade bestowed to powerful warriors of the Ko'el. It is a bastard sword, and can be wielded either one-handed or two-handed. Its runic enchantment allows the user to light the sword on fire.
- Heater Shield: A fairly regular heater shield, other than it has been double-reinforced with folded steel.
- Asunder: A runed two-handed axe formerly belonging to her captain: Qor'nath. Danica was given this weapon when Qor'nath died in battle. The weapon arcs lightning from wounds it inflicts and, when slammed into the ground, will create a localized lightning storm around the user, incinerating those unfortunate enough to be nearby.
- Tayne: Not necessarily equipment, but Tayne is approximately 60 feet from head to tail with a wingspan of about 55 feet. He has classic dragon abilities, including fiery breath. However, considering the fact that he is smaller than any true dragon, he benefits more from speed and rapid attacks than brawling with his enemies. Tayne highly prefers fighting from the air rather than fighting on the ground.
by New Neros » Tue Jun 25, 2019 8:22 pm
Reploid Productions wrote:I have had to read a lot of erotic RP telegrams in the past four months and it does all start to run together into one giant mass of penises, vaginas, breasts, tentacles, dildos, bodily fluids and so on.
by The Republic of Atria » Tue Jun 25, 2019 8:48 pm
- [Hunter Training]: Francis is an elite Hunter and has been heavily trained in the art of hunting men and beast.
- [Blood Thirst]: Hunters have the ability to absorb and drink blood to quickly heal their wounds.
- [Hunter Blood]: Hunters have Magicka enhanced blood that grants them increased strength and speed.
Limitations:
- Fire: Fire significantly slows the rate of healing for Hunters due to it cauterizing their wounds.
- Lack of range: While a fantastic melee fighter, he's only got the range of his melee weapon.
- Very light armor: Hunters don't wear much armor, as it impairs their movement. While harder to hit, they have far less direct protection as a result.
- [Heavy Scythe]: Francis's signature weapon, a weapon that has it's blade forged from a highly sturdy and magnetic metal. Said blade also having it's own handle and collapsible handle for close quarters fights.
- [Backpack:]/b] Pretty self explanatory. A basic backpack for carrying whatever might need to be carried
by New Finnish Republic » Tue Jun 25, 2019 8:53 pm
by Zarkenis Ultima » Tue Jun 25, 2019 9:00 pm
Skyggeheim wrote:---
by The Anarcho-Syndicalist Commune » Tue Jun 25, 2019 9:12 pm
- Ga's Roar: Like most Ga'el in tune with the Thalia, Prax can replicate the roar of Ga the Mighty, a loud and powerful noise that can bolster his allies and strike supernatural fear into the hearts of his enemies.
- Lion Shape: Thanks to the training of the Trar'lash, Prax has reached the point where he can utilize his deep connection to the Thalia to take the form of a Great Lion, in order to increase his sheer deadliness in combat in exchange for a lack of control and accessibility.
- Trar'lash Fighting:Prax is a trained and skilled practioner of the Trar'lash style, being equally able to wield the Farx, the Trar'el double bladed staff/spear, and the bow with ease.
- Tharian Physiology:Prax, like most Tharians, is stronger, faster, and tougher than most of the other races. While he isn't on the truely supernatural scale in any of the categories, like some of the other tribes are, he still can take and give out quite a bit more punishment than even the strongest non-magical human. It also gives him the instincts and senses of a beast, which can be boosted by the Thalia if he wishes.
- Size- While Prax's great size may be of use in commanding respect and winning duels in his homeland, it comes at a large disadvantage in a battlefield scenario, both attracting more attention from foes and making it harder to combat large numbers of those foes.
- Speed- Prax is simply put, slow. Well, slow as in he is bulky on the battlefield, making it even harder to combat small and nimble foes.
- Foreigner- Prax's culture is strange and hostile to other Tharians. To most of the other races and nations his ways are borderline alien, and that makes interaction with people outside of a select few friends very difficult, if not impossible.
- Magic Blindness- Prax's abilities and senses are based in the Thalia, which has utterly removed any connection to Magicka that he might have had. This makes even sensing latent magic nigh impossible for Prax, meaning he can be a tremendous liability exploring magical ruins.
- Farx- A Trar'el double bladed spear/staff, seen in appearance picture
- Tembast tusk Bow- A Longbow made out of Tembast tusk. Highly accurate, great distance, and nearly impossible to break. Draw strength is beyond the capabilities of most humans.
- Medallion of Ga- Simple golden medallion depicting a likeness of Ga, used to help channel the Thalia in moments of crisis.
by Kaziimar » Tue Jun 25, 2019 9:20 pm
- [Fire Bolt]: (Can conjure magical fire as an offensive weapon)
- [Insert Ability Here]: (Insert description of ability here)
(Note, you do not have a maximum or minimum of 2 abilities. Include both your character’s mundane abilities and any magic they have. If you don’t need all those, delete them. If you need more, copy and paste.)
- (Insert Limitation)
- (Insert Limitation)
(Note, you do not have a maximum or minimum of 2 limitations. If you don’t need all those, delete them. If you need more, copy and paste.)
- [Insert Equipment]
- [Insert Equipment]
(Note, you do not have a maximum or minimum of 2 equipment. If you don’t need all those, delete them. If you need more, copy and paste. If it is a special piece of equipment please include a description. Also keep in mind your character’s background and what sort of wealth they would have as this greatly influences your starting equipment)
by Zarkenis Ultima » Tue Jun 25, 2019 9:24 pm
The Anarcho-Syndicalist Commune wrote:-snip-
by The Anarcho-Syndicalist Commune » Tue Jun 25, 2019 9:30 pm
by Sraelyn » Tue Jun 25, 2019 9:34 pm
by Tomia » Tue Jun 25, 2019 9:39 pm
North America and the Pacific Islands wrote: Keith Adlington
Skyggeheim wrote: Danica Tryss
The Republic of Atria wrote:[b]Francis Lars
The Anarcho-Syndicalist Commune wrote: Prax'ak Dor Molap
by Tomia » Tue Jun 25, 2019 9:44 pm
Sraelyn wrote:Consider me interested, might app a mage whose magic consumes flesh in order to function, be it his own or somebody else's. Would that be fine? Should I attribute it to some magic abnormality or a type or curse? Not sure what's the status of the latter in this setting.
by Galnius » Tue Jun 25, 2019 9:46 pm
by Rastrian » Tue Jun 25, 2019 9:55 pm
by Turmenista » Tue Jun 25, 2019 10:10 pm
Arwin lived comfortably in Tashar for much of his life, proud to call the Dwarven city of Ashar his home. His family was one of the very few beastfolk families that seemed to have their things together in such a faraway land, making an above-average living in the city despite being far away from the rest of their kind. His father was a banker, as was his father's father, and so on, all career workers for the Bank of Ashar, where they enjoyed clout in very high places. This meant that Arwin, who already lived quite comfortably, pretty much had his early life spoon-fed to him by his father's purse and his mother's tutelage, and was indoctrinated early on to succeed his father in the business aspect of the Bank. He was exposed to some of the best education that Tashar could offer, where his natural talent of speaking and negotiating deals came out and was quickly noted by the bank. Despite his reluctance to do so, Arwin eventually landed himself an entry level position in the Bank of Ashar at his father's behest once he turned 15, effectively living on his own while his mother and father retired to lavish countryside estates atop a large sum of money.
Now living by himself in the city and forced to rely on his own labor rather than any money his parents gave him, Arwin grinded for years within the bank, eventually landing himself his first promotion when he was 16. One promotion turned into two, and by the time he was 18, he had his own supervisory position within the Bank, moving from overseeing mining operations within the city, to overseeing areas of trade to other states on Eboris, to actually traveling to some of these states himself on behalf of the Bank to negotiate deals. By the time he was 21, Arwin and his antics were well-known by many people within the Bank, namely, a certain desk clerk named Trish, whom he had an on-and-off relationship with—still a work in progress.
Then, right in time for his 24th birthday, right when he thought he could get away with retiring early atop a large sum of money, the Dwarves of the bank gave Arwin a new, special job... "special salesman." Effectively functioning as a courier, Arwin had to pay for his own training in preparation for meeting with the more unsavory of customers to the Bank for deals, many of which were quite dangerous in nature. While Arwin adjusted to his new job as a "courier" or "special salesman," so too did he learn more about the strange trade related to various artifacts that were being unearthed, which sections of the Bank seemed to be at the forefront of in terms of sale. He even was selected to represent the bank at the temple at Harden Hill, but once he found himself himself in the middle of the crossfire involving several armies, he began to wonder why the Bank was even interested in such a standoff at all..
- [Silver Tongue]: Arwin is a shrewd diplomat, salesman and trader. He combines his charismatic personality with his silver tongue to paint himself as someone who is simply hard to say "no" to. This skill will come in handy if Arwin needs a favor of others, if he needs to defuse a situation, or simply get out of an an unwanted deal.
- [Ana'el Physiology]: As a Ana'el, Arwin harbors many feline features that can prove to be useful later on, including longer and more powerful leg muscles that allow him to run quickly to evade trouble or take great falls. He has sharp teeth and claws, as well as a heightened sense of smell and hearing, compared to humans. His sense of perception is also superior to humans, as he can see better in low light situations and detect movement faster. Finally, he is able to balance more easily and almost always land on his feet thanks to his tail, and is able to fit into tight spaces.
- [Agent Arwin]: Arwin's work as a courier/special salesman for the Bank of Ashar often involves him making deals with rather unsavory individuals. As such, he made all the necessary precautions to ensure he wouldn't be caught lacking if things got hairy, so to speak. The combat training he paid for gave him some of the finest self-defense tactics and training the Bank could offer, especially when it comes to wielding short swords and knives. He also was partially trained in a certain Elven martial art that focuses disarming opponents and defense over offence.
- [Freerunner]: Arwin is also skilled in the ancient art of "running away," practiced since time immemorial. When this skill is utilized, he can quickly get from one point to another in as complex of an environment as a city in the fastest and most efficient way possible, such as by rooftop.
- [Brains but No Brawn]: At about 5'5", Arwin isn't the tallest of people, nor is he the strongest. Most of his advantages in terms of mobility are outweighed by his lack of raw physical prowess.
- [I'm a Salesman not a Fighter]: Arwin was trained to be able to disarm opponents and defend himself, and is most competent with these two things when wielding a sword. This doesn't mean he is good at fighting in all-out, one-on-one combat with a proper sword and armor. His forte is strictly on the business side of things, not actual fighting.
- [Clothes]: Pretty much self-explanatory. I don't need to explain this much. Gloves and goggles included.
- [1x Small Rucksack]: Not too big, but not too small, this rucksack contains pretty much anything one could need for long cross-country trips, including basic survival necessities and toiletries, a bedroll, a canteen, and a map of Eboris...and money. Also contains identification papers pertaining to Arwin's status within the Bank of Ashar in case people really want to see it, but this bag can really hold anything he needs.
- [1x Journal]: Quill and ink included.
- [Dwarven Timepiece]: For telling the time.
- [Short Sword]: Carried on the hilt in a decorative scabbard. Won't help much against anything larger than another short sword.
by The Anarcho-Syndicalist Commune » Tue Jun 25, 2019 10:24 pm
Turmenista wrote:-snip-
by Turmenista » Tue Jun 25, 2019 10:25 pm
by Shadowwell » Tue Jun 25, 2019 10:32 pm
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