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Fantasy Bloody Augustine CS

OOC
Here
Characters
Here
Lore
Here
Other
Here
https://www.rpnation.com/threads/bloody-augustine-verdant-military-school-closed.529806/page-2#post-11700317

SomebodyElse

Caught in a storm
(This is a mirror of the CS on the discord server, thought it might be useful to have the CSes be here on site so people can readily access them if they need to. you will post the same CS just copy/paste it on both the site and discord.)





Personal


Name:

Age: (18-22)

Class: (What kind of upbringing? Noble? Upperclass, Middle Class, Lowerclass)

Gender:

Sexuality:

Appearance: (Anime or Semi-Realistic Picture)

Height/Weight:

Eye/Hair Color:

Personality: (1+ paragraph)

Biography: 1+ paragraph)

Likes/Dislikes:

Skills:

Weapon of Choice:



Magic Affinity

15 points

Elemental: 0 to 10

Celestial: 0 to 10
Mind: 0 to 10

Body: 0 to 10

Magic Spells (up to 6):
 
Personal

Name: Renneth "Reens" Valentine Augustine
Age: (18-22) 18
Class: Noble
Gender: Female
Sexuality: Bi-Sexual
Appearance:
221941963916d87f9ceb731e5848b6f4.jpg
Height/Weight: 5'6 120 Lbs
Eye/Hair Color: Black Hair, Golden Eyes
Personality: Reens can quite charming and also mischevious. She can come off as both alluring and mysterious and yet can be abit odd at the same time. Her mother Lisanna describes her as someone who lives in her own world, uncaring about the judgement of others while her father Almon describes as someone who seeks intrique and adventure.
She likes to cause problems and mess with others while also always being up for abit of mischief. She is carefree and likes those who are true to themselves and dislikes people who think they are superior to others.

Biography: Renneth, or as she goes by "Reens" was born to House Valentine, she is the niece of the Emperor, Septimus Nero Augustine which technically also makes her a member of the royal family, her mother is the sister of Septimus and was married into House Valentine, a group of nobles who have a long history of becoming Shadows, people who act as secret eyes and hands of the empire. As a member of both House Valentine and the Augustine Royal Family she is abit of a conundrum.

She grew up rich, extremely wealthy and educated although she would choose to spend her freetime playing with street rats and stealing food and other things. Sometimes she would get caught but never would get into much trouble due to her status as a Noble and a member of the royal family. Despite being a member of the Royal Family, her mother "Lisanna Augustine Valentine would choose to her raise her in the House of Valentine and as a Noble rather than a Royal. Lisanna preferred to have Reens raised away from the demands of royalty.

Reens never really cared about status however, being known as a bit of a troublemaker and a mischevious one at that. Many times she would shrug away from demands of nobility and go on escapades at night, stealing from a random building or fighting off a group of criminals, much to the dismay of her family. However time would change as Reens would recieve the mark of the goddess Atrea randomly one night, which angered her mother who would fight to keep her away from the life of a soldier, however none can escape the mark and being made an exception would significantly lower the opinion of nobles and of House Valentine. So she would to be attend Verdant Military Academy. Could a problem maker noble succeed as a soldier? Only time could tell.


Likes/Dislikes:
+ Fighting
+Mischief
+ Sneaking off
+ Making remarks and quick lines
- Long Lectures
- Boring Days
- Bullies
- People who think they're better than others

Skills:
-Lockpicking, due to constantly stealing during her life, she was able to become nearly a professional at lockpicking, very few locks can withstand her.
- Fighting, she is quite skilled at doing so, perhaps not a technical fighter but one who is self taught and knows a few tricks. While no professional she is a skilled street fighter.
- Decyphering Clues and Riddles, her mind is naturally quite good at noticing details and putting things together.
- Silver tongue, she is quick to make remarks or sweet talk her way out of situations. She's so good at it that you tell she has spent alot of time being the center of attention, for better or worse.


Weapon of Choice: "Shifter"
Shifter
is a Collapsible Folding Dagger that folds back into it's hilt, it can be deployed by pushing a button on the hilt and collapsed by pushing the button again.
It's a unique weapon of the Valentine House of Vastra, given only to those who uphold the high regards of the Valentines.

Magic Affinity

15 points
Elemental: 6
Celestial: 6
Mind: 1
Body: 2

Magic Spells (up to 6):

Shadow Step: reens can turn into a shadow and move incredibly fast, dashing many meters in a moment. While doing so she is unable to be hurt by physical means although magic can still affect her. It however is dangerous to use to try to move too far, as she describes it like having tunnel vision and being unable to see her surroundings, lest she crash into something.

Invisibility: Reens can turn herself invisible by manipulating light to bend around her, it's pretty seamless at a distance but up close the illusion can fall apart and look abit suspicious, as if area around her doesn't completely match up to the rest of the area. She can only maintain the illusion for about two minutes however.

Shadow Darts: By using up her own shadow she can throw darts which can stick into enemies or objects or surfaces, hurting as much as a real dart, however the more she uses them the more of her own shadow gets used up. Her shadow will naturally recover over time. This attack doesn't work too well without a shadow so at night it can be abit unreliable.

Intangibility: Reens can make herself somewhat intangible by manipulating her own density, she can do this for about five seconds at a time before having to wait a few seconds. While it won't be useful for ignoring magical effects, it can be used to avoid physical attacks or magical attacks that are physical in nature and not status effects. She describes it as trying to stay absolutely still without moving despite being able to move while using it. Perhaps her descriptions could use more work.

Shadow Grapple: She can shoot out a shadowly substance which can attach to objects and be used like a rope and can even pull her towards the object or pull them towards her, or be used as a weapon.
 
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Personal


Name: Jace Sylvan Kai

Age: 19

Class: Lower Class

Gender: Male

Sexuality: Heterosexual

Appearance:
577c30fcc3cb34a4e5fe74ff0e7b8b7e.jpg

Height/Weight: 6'1 160 lbs

Eye/Hair Color: Blonde hair, Blue eyes

Personality:
Jace acts like a true hero, trying his best to always do the right thing, despite very well believing that he is not a good person. He has a difficult time accepting the world as it is. How can some people be allowed to remain poor while others get to live luxurious lives. He can be quite stubborn and won't typically open himself to others unless they prove they can be trusted. He tends not to trust others and will even hide secrets from others if he believes they could use it against him. Because of this he can come off as cold and brooding. He is also an aggressive fighter, not letting his enemy to breathe and will do anything to get stronger if someone bests him.

Biography: Jace grew up in Nortquire, a small town away off of Vastra. He was the son of Jordan Kai and Melina Kai, a modest family who made their earnings from blacksmithing. He also had a younger sister named Isabelle. Jace helped out with blacksmithing by becoming an apprentice to his father. He always had a interest in swords and would regularly train himself in swordfighting. He hoped to one day become a soldier or a knight despite having no real connections or opportunities to become one and his training really wasn't from anyone experienced, he simply picked up what he could from books and watching some travelers or adventurers that would sometimes visit villages. Growing up poor he realized that his family could really use extra money so he picked up swordfighting and would slay minor monsters and sell what he got from killing them to merchants, although never showing too much money or his family might get suspicious. When he got the mark of the goddess, he saw it as a both an opportunity and a problem, on one hand he would be trained as a soldier and on another hand his family might not make enough money to get by without his help. He promised to make so much money as a soldier for the empire that he could eventually give his family a better life.

Likes/Dislikes:
+ Training
+ Reading
+ Swimming
+ Chocolate
- Having to be around others
- Rich People
- Monsters

Skills: Swordfighting, Reading

Weapon of Choice: Primeheart Sword and Shield

Magic Affinity

15 points

Elemental: 5
Celestial: 1
Mind: 2
Body: 7

Magic Spells (up to 6):
Wind Slash: Jace can spin his around imbuing his sword with wind magic to create an omni-directional gust of wind.
Ironhide: jace can temporarily make his skin as strong as steel, increasing his durability.
Shield Bash: Jace can imbue his shield and boots and bash forward creating a heavy shield attack
Elemental Fury: Jace can fire a series of fire, water, wind and earth attacks as a last resort, draining all of his energy.
Magelight: Jace can create a light of varying intensity, as to see in the dark or momentarily stun an enemy or obscure their vision.
 
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  • vnt1gWl.png
    "I'm not going to listen to a shitty old man who keep hurting his own 8 years old daughter like you anymore!! Tell teacher to stay home. Tell him he is fired or whatever! Or if you want to save your stupid face so much, let him teach Lily... that girl you called a failure of Argentia!!"
    Name: Eliana Argentia
    Age: 18
    Class: Upper class
    Gender: Female
    Sexuality: Supposedly heterosexual
    Height: 5'3''
    Weight: 116 lbs
    Eye Color: Blue
    Hair Color: Silver
    Personality
    Unlike her younger twin sister, Ellie is a cheerful, sweet and sociable girl. She enjoys interacting with people and is very good at it, able to see through others' thoughts and emotions based on various nonverbal languages and then adjust her words and actions accordingly. She can be slightly playful and mischievous, especially against her own sister or anyone she is close to, but most of the time she genuinely cares about people around her and is kind enough to offer helps without being asked.

    Despite coming from a big name military family, Ellie strongly possesses several unfitting traits. For starter, despite her extrovert characteristic, she is lazy at heart and will choose an easier and quicker method rather than a harder but more productive one. She can and definitely will question orders she received. And if the answer doesn't satisfy her, an outright subordination is not something unheard of. She is also too good at lying, or based on her own words Furthermore, mock battle is something she'd rather just surrender and end fast than to take it seriously in order to uphold Argentia's pride or something like that. That said, when paired with Lily or in actual combat where her wins and losses affect the well being of civilians, she won't hesitate to give her all.

    In addition to her social skill, Ellie is a smart and calculating girl who is fond of game like chess in spite of her laziness and dislike of sports and competitions in general. Despite being adaptable and quick thinker, she is also the type that deploy various layers of plans and strategies with plenty of backups in advance. This can be seen in her use of magics whenever she get serious.
    Biography
    WIP

    Likes:
    - Her sister
    - Friends and social interactions
    - Chess
    - Animals
    - Cold foods
    - Sleeping

    Dislikes:
    - Her father
    - Things related to her family
    - Those that hurt others
    - Politics
    - Disciplinary
    - Putting effort into something
    - Sports and competitions
    - Physical activities

    Skills:
    - Social skill
    - Planning and strategizing
    - Pulling a prank
    - Lying: "No no no, I'm simply good at selective truth telling."
    - Chess: Highly skilled, but know when and how to lose in order to not ruin her opponent's feelings.
    - Sleeping: If it couldn't be done within 5 seconds and from every possible posture she would never call it a skill.


    Weapon of Choice: Staff created by her own magic. Actually, she doesn't need it for any of her spells and simply uses it because of a perfect excuse to stand still and not move around too much during a fight.

    Magic Affinity
    Elemental: 9
    Celestial: 3
    Mind: 3
    Body: 0

    Magic Spells:
    - Fanfare of Winter
    Ellie can fill a large targeted area with cold air, dramatically reduce its temperature. This cold air enables and enhances her other spells as well as those of her sister. It is also cold enough to slow down movement of monsters, demons and even her own allies, to the point that some of them may not be able to move at all. By using more magical energy, she can create a blizzard with enough intensity to cause concussive damage and freeze opponents or even things without substance like magical attacks. Additionally, as someone who uses this type of magic spell, Ellie is resistant to cold and ice-based attacks.

    - Arctic Phantasm
    While Fanfare of Winter is in effect, Ellie can further spend energy to fill the area with thick white fog that completely block visions of friend and foe alike. She can sense the number and location of individuals caught inside this fog and can also project illusions within this fog. These illusions can produce false information like sound or smell and can even replicate others' simple magical attacks if she put enough focus on that single illusion. In addition, Ellie can teleport herself to the location of an illusion created this way.

    - Ice Construction
    Ellie can create ice at will and then shape it into objects. While she has no problem constructing animate objects like ice animals, controlling each of their movements take focus and energy and so she prefer to create inanimate objects like shields or spikes. Constructing objects take varying time based on their size and property, with something like a thin plate that break upon blocking a single attack or an ice arrow that melt immediately after doing its job taking no more than a couple of seconds while creating an item that would last permanently or a gigantic ice block capable of leveling a building might require a few minutes. Under Fanfare of Winter's area of effects, this constructing time is greatly reduced and the number of objects she can make at a time is increased.

    - Ice Beam
    Ellie can fire an energy beam of ice in a straight line. She can fire it almost in an instant, or charge up magical energy for up to a minute to increase its range and firepower. With enough power charged up, this spell unleash a burst of extremely cold air on top of physical explosive damage, which can immediately freeze vapor in the area to trap target in blocks of ice.

    - Rime Healing
    Ellie can convert surrounding cold air into life force and gradually heal wounds and injuries of a single individual she touches. With Fanfare of Winter active, the healing process is accelerated.

    - Rime Link
    Ellie can use this spell on a single object, turning it into a magical item that allow her to identify and locate from distance. This item will also allow telepathic communication between Ellie and the holder when both sides spend magical energy and also let her use Rime Healing on the holder without being in close contact. Each existing item constantly consumes her energy and at her current limit there can only be 4 or 5 linked items at a time. In fact, she can only maintain about 2 linked items if she wants to avoid getting tired without doing anything.
 
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ad07cb571ac8241f03bdcc7b7877a76b.jpg
Name: Drusus Arcanius Krom
Age: 20
Class: Noble
Gender: Male
Sexuality: Bisexual

Height/Weight: 6'3" 220 lbs
Eye/Hair Color: Brown/Black

Personality: Drusus seems to care about absolutely nothing. He sleeps on a mat on the floor of his dorm room instead of on the bed, with the windows open even in wintertime. He doesn't have a single decoration in his place, and his fashion sense is equally crude and minimalist. Though he can eat and drink mountains, he has terrible taste in food and alcohol alike and usually just guzzles whatever is cheapest. He seems to have no hobbies except wrestling, pugilism, archery, and reading. He likes to tease people, but has this boorish sense of humor taken from his father's army camp which isn't really befitting of a nobleman. Drusus doesn't like to wake up early, and has no respect for authority or protocol.

This veneer of a carefree youth conceals a ponderous man underneath. Drusus has seen more death as a teenager than most morticians in their entire careers. You can't do that as a kid and come out the other end with any conclusion other than that people are insignificant. Unlike his nihilistic family, however, Drusus found an outlet to cope - history. It's a sobering reminder that while "I don't matter and you don't matter, we matter". History is the record of the deeds of the great conductors of mankind's orchestra: most of them sucked, but a few of them achieved something great. For hours every day, Drusus will pour himself into a history book hoping to glean something useful. This side of him he shares with no one - while basically everyone in his class knows that he's a virtual encyclopedia by the way he carries around a different book every day, or how he knows the answers to literally every question, he'll usually say something self effacing when confronted about it like "I have a good memory" or "yeah, I'm reading this. It's complicated". He knows his passion isn't even cool in military school, and deep down still cares a little what everyone else thinks of him.

Biography: Drusus was born the second son of Arcturus Sanguinius Krom, Dux of Ostium. Literally "gate" in high imperial, Ostium was a fitting name for a fortress city guarding the mountain passes into Vastra. Its relationship with the imperial throne declined precipitously after House Augustine took it, displacing the previous rulers who had made House Krom the rulers of Ostium. Along with his brothers and sisters, Drusus was raised to believe his family were the only people keeping the Empire from being overrun by monsters, and that any "help" the decadent capital sent would quickly dry up next time there was a civil war. This perception was not at all changed by the reign of Septimus Nero, who has been more effective than his predecessors at repelling the monsters - eventually, Arcturus explained, Ardonia would again fall into civil war, and every legion on the frontier would be pulled back to the capital to fight each other.

To "hold the fort" without hope of reinforcement, House Krom has turned to black magic for more than a century. Its scions memorized the Black Sacrament of Appolonius the mad, and the Necronomicon of Zagash-Hatep "the damned". Though not his father's eldest son, Drusus was his favorite. Generations of selective breeding had left all the youngest generation of Kroms gifted in celestial magic, but none more than Drusus. This came at the expense of being inept in every other field of magic, but Arcturus didn't care about that: black magic had held the Iron Gate for a century, and would hold it for centuries more.

Kroms didn't have childhoods. From the age of 10, Drusus was on campaign, and from the age of 13 he was physically fighting. His necromantic powers were decisive in engagements long before his voice had dropped, as dead soldiers and enemies alike could be revived to turn the tide at the clinch point of the battle. He saw so much death. To stay sane, Drusus devoted himself to his one great love - history - a passion aided by his ability to confer with the dead. By studying past campaigns, he was developing as an officer far faster than his siblings. He was getting better and better with every campaign he followed his father on, and every book he closed. Dux Arcturus could hardly spare a necromancer of Drusus's caliber, but Drusus had other plans - bigger plans. He wanted to learn from the best, perfect the art of war, and maybe even do the unthinkable and win the doomed struggle against the monsters. He prayed for the Goddess Atrea to send him to Verdant for years, and two years ago his wish was finally granted.

Likes:
- Cold
- History
- Fur coats
- Wrestling
- Archery
- Dark beer
- Sleep

Dislikes:
- Math
- Endless talking
- Sweets
- Fashion
- Professionalism
- Mornings

Skills:

Archery: Drusus is a very good archer and can fire several arrows per second. His technique is strange and he has his arrows on the right side of the bow, which helps with volume of fire.

Unarmed combat: If people get close, Drusus is a very good unarmed combatant. He can punch, kick, knee, and throw people very well and usually uses it to create distance for himself to escape and fight at range again.

Horseback riding: Drusus is an excellent equestrian, though his size ensures he needs a fairly large horse to do anything fancy.

Weapon of Choice: Recurve bow

Magic Affinity
Elemental: 0
Celestial: 10
Mind: 0
Body: 5

Magic Spells (up to 6):

Reanimate Corpse - Drusus's main power and what all his magic revolves around. Drusus can reanimate dead humans, monsters, and creatures. He has to be reasonably close to them or have line of sight on them, and they are temporary, as reanimation drains their soul power. Finally, there is no "rising from the grave" like in popular depictions of necromancy. It's very difficult to dig yourself out of a grave - Drusus's resurrection either have to be on the surface, or fairly close to it.

Corpse Explosion - Drusus can concentrate the energy of an expelled spirit to explode its own corpse. Unless the corpse does damage, the shrapnel is just bone and isn't that deadly, but it's terrifying and useful in battle for its moral effect.

Siphon - Drusus can drain the soul power of his resurrected minions to enhance his own life force - the effect of this is healing and temporarily increased strength and speed.

Conference - Drusus can summon the ghosts of dead people and talk to them, but only if he's found their burial site.
 
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Name: Sofia "Sof" de Luna

Age: 19

Class: Middle Class

Gender: Female

Sexuality: Bisexual

Appearance:
2941924.jpg


Height/Weight: 5'8 129 lbs

Eye/Hair Color: Blonde hair, Hazel eyes

Personality: Sof tends to behave very calmly and rationally when faced with a majority of situations. She was always taught to analyze before acting and to never guess without having enough information. As such, Sof is very observant and spends a lot of time thinking and creating different scenarios and ideas in her head on how to handle what is in front of her. This means that she'll often sit quietly rather than get herself involved with the people around her. That is not to say that she isn't open to interacting with others and building friendships, it just doesn't tend to be her priority. Sof avoids conflict as much as possible, but she is certainly not afraid to get her hands dirty and hurt whoever stands in her way. Once she builds a relationship with someone she cares about, she will stop at nothing to protect that person and will often seek to spend time with them, even if it is just sitting together in silence.

Sof absolutely loves training her mind and body, and she often spends many hours a day focusing on herself and on improving her abilities. As a result, she does need to eat a lot to keep up with her intensity, since a lot of mental exercises expend a lot more energy than most people would believe. There is no way quicker to steal her heart than training with her and giving her a good meal afterwards. Since it dulls her mind, Sof is very averse to alcohol and any sorts of drugs, though she does enjoy partying on occasion. She'll sometimes find people intriguing and attempt to figure them out, which is usually how she makes new friends.

Biography: Sofia was born into the de Luna family, a formerly powerful noble family of Vastra. Her family unfortunately fell out of power over a century prior to her birth, which caused them to become a smaller, middle-class family. Much of her early life could be summed up as intense. Sofia didn't do much beyond getting an education, learning and improving her skills, and finding hobbies to sink her time into. Primarily, Sofia found a love for running and climbing. This stemmed from one of her earliest friends, Holt, who was a very rowdy boy who got himself in trouble rather often. His trouble would always end with him running through the city streets and jumping and climbing his way to safety. Sofia had a bit of a crush on Holt, which is a big reason why she always hung around him and ran away from countless angry men and women by his side.

Her home life was quite intense, as her parents always instilled a certain sense of pride into her and emphasized how much she needed to become great and restore the de Luna family name. This would often lead to countless hours spent into the night reading and solving complex games and puzzles. Sofia's intense mental exercises quickly paid off, and she developed her mind quite rapidly. It didn't take long for her to take her "games" to the outside world, where she exercised her abilities to read and manipulate people just for fun. Despite Sofia's skill at maneuvering around others and getting them to act how she wanted them to, she never used these abilities to harm or steal, rather just to test herself out. As Sofia became a teenager, her father insisted that she start training her body as well as her mind. "A sharp mind needs an equally sharp body," he would say. At first reluctantly, Sofia enrolled in an academy for martial arts training.

Despite her initial reluctance, she pretty soon grew to love training and spent more and more time honing her skills. This was also how she discovered her love for bladed weapons, particularly knives and daggers. Unfortunately for Sofia, focusing on training and schooling so much meant that she left many of her friends behind, only really keeping in touch with Holt and two others: Mia and Sabrina. The years passed and Sofia grew to become a strong, rather well-mannered young woman. She became independent and ambitious and spent some time searching for an opportunity to truly shine and bring honor to her family. One day she woke up and, while changing, looked in the mirror to see the mark of the goddess Atrea stamped along her lower back. Her parents immediately jumped up at the opportunity, recognizing that Sofia could become a great soldier. They eagerly informed the authorities and Sofia now finds herself fated to attend the Verdant Military Academy. Though only time will tell if the mark was a blessing or a curse…


Likes/Dislikes:
+ Puzzles
+ Food
+ Training
+ Mind games
- Unnecessary conflict
- Alcohol
- Improvising
- Arrogance

Skills:
- Reading people: Sof has spent most of her life observing and taking note of how people act and what they say, which has made her quite good at reading others and their intentions.
- Running and parkour: Sof has learned to control her body and move in a very agile way thanks to her flexibility, speed, and constant training, which has allowed her to build very strong capabilities for running and parkour/climbing.
- Solving puzzles/riddles: Thanks to her constant efforts to train her mind, Sof is excellent at deciphering the solutions to riddles and puzzles.
- Combat: Despite not being very strong, Sof's edge in combat is her agility and intellect, which combine to make her a very fast and effective fighter, combined with her high Body Magic affinity to further enhance her and change her to truly make her a force to be reckoned with.
- Bladed weapons: Sof's weapons of choice are always blades, hence why she specializes in fighting using such weapons, like daggers, knives and small swords.

Weapon of Choice: Dancers
Dancers
are three small daggers that Sof can telekinetically manipulate. They were made for her by one of her closest friends and she imbued them with her magic, attuning to them to the point where she is connected to them at all times. They're protected by a special charm that coats the blades in magical energy, making their attacks magical in nature, rather than physical. This also doubles as protection for the metal itself.


Magic Affinity

15 points
Elemental: 0
Celestial: 0
Mind: 9
Body: 6

Magic Spells (up to 6):
- Telekinesis: Sof has the power to lift, control, and move objects in any way she wants to using only the power of her mind. Her power is currently limited to objects that weigh up to 500 lbs or a combined 500 lbs, and she must know where an object is to be able to use her telekinesis on it, otherwise, she won't move the object effectively. She also needs to concentrate to be able to continuously move the object, which means if anything breaks her concentration she will have to reestablish it.

- Object tether: Sof can tether herself mentally to any object she focuses on enough. When she is tethered to an object, she can mentally hear anything around said object, feel contact made with it, and even know who is touching the object if they maintain contact for longer than five seconds. This tether normally lasts up to 30 minutes and only remains while Sof is within 60 feet of the item. However, if Sof tethers to an item often, she can extend the duration and distance until an object becomes fully bound to her, as has only happened with her three daggers.

- Magic coat: Sof's magic coat is a protective ward that covers any item or person completely in magical energy that is made from the power of her mind. This magical energy hovers less than a centimeter above the surface of the object or person and doesn't restrict air or vision. It also takes the shape of whatever it is coating, so it deals magical damage when coated around any weapon. This coating remains active as long as Sof is within 30 feet of the object and lasts as long as she can maintain fortitude.

- Telepathy: Sof has the ability to transmit her thoughts to anyone around her as long as she is aware of their presence and is within 30 feet of them. She can also focus her mind and concentrate really hard to read someone's thoughts, which only works if the person is within range and she is aware of their exact position, at which point she must not dwell for too long to avoid headaches. Finally, if she focuses hard on her surroundings, she can identify any individual within 30 feet of her and be aware of their presence.

- Enhanced reflexes and speed: As part of her physical training, Sof is able to magically enhance her speed and her reflexes, seemingly slowing down all movements around her a little and gaining a sort of sixth sense for incoming attacks for the duration. This spell can last up to an hour but she must be able to maintain concentration.

- Bone blades: Sof is able to accelerate bone production in her body to create small blades that protrude out of her any part of her body she chooses. These blades are a maximum of 10 inches long and she can only produce two full-length blades at a time. This spell makes it so she has to consume quite a bit more food than normal. Otherwise, she'll consume some of herself to create the new bones. After use, the blades can be reabsorbed into her body or broken off.
 
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Name: Althea Harrier

Age: 18

Class: middle class

Gender: female

Sexuality: homosexual

Appearance:
1686680693144.png

Height/Weight: 5’4 120lbs

Eye/Hair Color: blonde hair, golden eyes

Personality: Althea can be described as a caring, kindhearted soul. She loves meeting new people and is always ready to make friends with anyone who’s willing to. What she considers to be one of her flaws is that she tends to get attached relatively easily. Although she genuinely enjoys the company of others, it serves one more purpose - as much as she strives to hide it, Althea is an overthinker, so she uses socializing as a way to distract herself from her thoughts.
Althea would like to appear carefree but she is most definitely a hardworking, ambitious person, determined to prove her worth and make her family proud.
Her hobbies include drawing/painting and reading. Books belonging to her can be easily identified, as almost all of them have pressed flowers somewhere between their pages.

Biography: Althea was born as the second child of Augustinus and Lavinia Harriers. She grew up in a small town located somewhat close to Aeternia. For as long as she can remember, her biggest role model was her ten years older sister Lynn. For many years, Althea’s motivation for studying and training was to become just like her. Lynn was a generously endowed magician. She was also the first person in their family to join Verdant Military School. After graduation, she stayed in the military. Everyone around her predicted a fast and successful career for her. However, about a year and a half prior to current events, Lynn was unexpectedly killed by a monster during a border patrol. Althea has never fully come to terms with that loss. She’s convinced that she’ll never be the kind of daughter to her parents that her sister was. She’d much rather be the one to die in Lynn's place, if possible. Althea couldn’t have been more surprised when she noticed the goddess’ marking on her body, thinking of it as a mistake or a terrible joke at first. She is afraid of falling behind others and generally not fitting in, as she deems her abilities not sufficient.

Likes:
-art
-flowers
-physical activities
-warm weather

Dislikes:
-people who take advantage of others
-coffee
-writing

Skills: WIP

Weapon of Choice: She prefers fighting with a sword but she's also comfortable with a spear.

Magic Affinity
WIP

Magic Spells (up to 6): WIP

Negation: Althea is able to temporarily cancel anyone’s magic abilities with her touch. However, this effect lasts only while she has direct physical contact with that person and drains her energy.

Hawk’s Eyes: Althea can use any bird whose presence she’s aware of within a range of about 700 feet as her eyes. She’s unable to manipulate the birds’ movement, though.
 
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WIP
Personal

Name: Manius Aurelius Cato

Age: 22

Class: Low Class, unti recently, supposedly of Upper Class background

Gender: Male

Sexuality: Heterosexual

Appearance:
4ad4e81d564ed33250f71315447ba33b.jpg


Height/Weight: 5ft 10in / 75kg

Eye/Hair Color: Green / Dark Brown

Personality: Manius my appear quiet even shy at first, sitting at the back of group quietly listening and watching what is going on. This is especially when it comes to official engagements and around nobility, showing some uncertainty in the way he should act and be like. Outside such situation, he tends to open up more, still a man few words but is more gregarious, humorous and an incorrigible flirt. He appears to be more at home in training, fighting to use his powers or in fighting, or in the local ale house. This is part of a larger issue of self-confidence and uncertainty of his path, despite being capable in both the physical and in intelligence, still thinking himself as a basic stable hand thrust into a larger scheme.

Biography: Raised by a Horse master and a tavern keeper, later taken in by a noble family claiming to be the surviving heir and grandchild of the previous emperor. The noble family educated and trained him even funding is entry to the academy and have their plans for him....

Likes/Dislikes:

+ Ale
+ Chess
+ Racing
+ Chasing Skirt
+ Duelling
- His family name
- Politics
- Talk
- Royals
- Nobility

Skills:
- Horse riding and Care
- Skilled swordsman
- Trained in the use of pistols and maintenance
- Skilled acrobat

Weapon of Choice:
- Dual pistols - Unique in design and given as a gift by his guardians. They can be used as standard firearms or as conduit for elemental magic, making shots formed of elemental magic. These elemental shots allow for easier casting of elemental spell and rapid fire but are significantly weaker than standard casting or standard rifle shot. Stronger elemental shots are possible, but with significant degradation of the pistols themselves.
- Family Claymore - Said to be carried by his grandfather, the former emperor Marcus Aurelius Cato, during the final battle of the civil war that put the current family in power. Intricate designs of on the blade allow to be infused with magical elemental magic.

Magic Affinity

Elemental: 5
Celestial: 0
Mind: 2
Body: 8

Magic Spells (up to 6):
 
Name: Magnolia de Julius

Age: 21

Class: Upper Class

Gender: Female

Sexuality: Heterosexual

Appearance:
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Height/Weight:
5'5ft/110 lbs

Eye/Hair Color: Her deep yellow eyes shine like honey. Her silky white hair flows in the wind, reaching her waist.

Biography:

"In joyous bouquets or solemn wreaths,
Flowers serve in happy and sad beliefs.
They brighten hearts with love's embrace,
Or offer solace in somber grace."


Magnolia was born the sole child of the Julius family; the child of Osiria and Victor Julius. She lived in a big Estate on a field of flowers. Magnolia never really got to see her parents, they always seemed so hard at work. Many nights Magnolia would eat dinner alone, or seek out the house maid who wanted nothing to do with her. Her grandmother would often make trips for her though, sitting beside her in a dinner hall with more empty space than needed. She often would spend hours in the Library just reading to herself in the complete silence of the building. It was no different from any other place on the grounds.

Magnolia's parents would often try to make the time they did spend with her seem joyous, bringing her gifts and flowers, always a bouquet of flowers. They would never last, but they would remain beautiful until the last petal wilted off. They would sit in the corner as a reminder of the last time she got to see her parents.

Magnolia's self-teaching throughout the years served to remedy the situation that was her lack of schooling. Whenever she wanted to learn about something she would write out a note and put it on her father's desk, and he would eventually go out and grab a book or two on the subject. Magnolia found herself waking up many times in that library, with a blanket placed delicately over her shoulder. A kind act that she never attributed a culprit to.

Magnolia's favorite thing to read about though was botany, she would often spend months on certain books on the subject, rereading each page and devoting every detail to memory. By age 14, her parents had given her a plot on the land to tend to her plants, which she did so lovingly.

Magnolia also discovered while reading and experimenting that she also had an uncanny affinity for Earth Magic. She also dabbled in a bit of other magic, but she always found herself opening another tome on earth spells. As Magnolia grew older, her parents would become more present, as they were getting nearer to the age of retirement. In this time, her father would teach her fencing, lessons with her father and eventual tutors would persist through her mid teens. She learned from him to fight with dignity and grace. She would take trips to the nearby village and get some much needed socialization with other teens within her age group at this time as well, which she seemed to acclimate well to.

One day, while awaiting her parents return from work, she got a knock on her door. Apparently on her parents' commute back from work they had been ambushed by a small group of monsters, who had managed to slip past some defenses. They never stood a chance, the soldiers arrived and dispatched the monsters, but it was far too late.

The caskets had to be closed, it would be much better that way, that way Magnolia's final image of them could still be the smiles on their faces. Magnolia made sure every time she would visit the gravesite, she would bring gifts and flowers, always a bouquet of flowers.

Months later while tending to her garden on her Estate of land she would notice the Mark of Atrea, which gleamed on her hand. She smiled to herself seeing it, as it meant she had been given an opportunity of a lifetime.

Personality: Magnolia is not one who tends to initiate a conversation. She often waits to see what a conversation is pertaining to before speaking up. Oftentimes she makes overly dramatic gestures and expressions, as well as tonal inflections. Compared to her peers she is lacking in social skills, as she comes off as if a young adult fantasy novel character jumped out the pages. Not for lack of trying though, as she sees socialization as a necessary duty for herself.

Once she sets her mind to a subject or goal, she will work towards that goal with an unending passion. Magnolia is incredibly vindictive if crossed, and her strong morals lead that to occurring often.

Likes:
+Botany
+Order
+Authority figures
+Familial Bonds
+Regal Clothing
+Punctuality
+Vigilantism
+Tea
+Books
+Dancing
+Poetry
Dislikes:
-Insects
-Vermin
-Troublemakers
-Being labeled a "Stick in the Mud"
-Most animals
-Long Journeys
-Liars
-"Nonsense"
-Defiance of the rules


Skills:

Dueling: Magnolia is extremely proficient in one on one combat. Though her skills do seem to wane if put into a more battlefield-esque scenario where both allies and foes are multiples.

Dancing: Magnolia learned to dance before picking up the blade, it was a prerequisite, according to her father. Dancing taught her to always be nimble on her feet and to move with a purpose behind every movement. This helps her balance on unsteady ground.

Fencing: Self-explanatory

Botany: Magnolia has an almost encyclopedic knowledge on most plant life within Ardonia. She can also garden pretty well too!

Weapon of Choice: Rapier: Magnolia possesses a rapier with a hidden slot within the hilt she uses to hold preserved flower petals, often used to look cool, no practical purpose.



*Magic Affinity*

Elemental:10
Celestial: 1
Mind: 0
Body: 4

Magic Spells:

Mold Earth:
Magnolia reshapes the natural minerals beneath her to do her bidding. This is a very versatile spell but has its limitations. For example, she can use it to quickly form a wall between her and a projectile, however, the wall must remain connected to the ground, and must use no more than about 30ft of earth from the surface, after that, the minerals become difficult to work with. This spell can also be used to till soil.

Earthen Construction: Magnolia can use this spell to quickly form a small structure. The structure must be smaller than a 20ft Radius and must have at least 1 wall that is not completely closed off. Examples include a cage, a maze, or a small arena. This spell is difficult to maintain for a large amount of time and the earth used in the summoning is far more brittle than natural earth, as it is conjured. When dispelled, the structure almost immediately crumbles into a fine dust.

Rock Blast: Magnolia conjures up a rock and fires it towards a target. On impact, the rock shatters into bits of shrapnel and causes injury. The size of the rock can vary depending on the amount of magic used. This spell can be used several times in quick succession.

Nature's Blessing: Magnolia slowly draws up the rejuvenating energies within the soil unto herself. Very slowly regenerating her energy, and healing small wounds.

Tremor Sense: Magnolia closes her eyes and focuses on the ground, using her magic and knowledge of the earth to feel its vibrations, while active, Magnolia can sense movement within a radius around her at the cost of her visual sight.

Dexterous Grace: Magnolia temporarily enhances her dexterity and speed. Moving swiftly for a short period of time. While doing this she can move quickly and move on surfaces and walls.
 
Name: Corvina Valentina of Salaria



Age: 20



Class: High Class



Gender: Female



Sexuality: Heterosexual



Appearance:
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Height/Weight: 5'5/129lbs



Eye/Hair Color: Amber/Black



Personality: Decidedly unfriendly, Corvina has become known for her icy and standoffish mien. Most interactions with her are laden with sardonicism and deadpan stares.

However, despite impressions and appearances, she actually enjoys the company of people who meet her abrasive personality in force. Be it as opposites or equally caustic. A good bit of persiflage is always welcome.

While Corvina may be easy to irritate, she's not one prone to outbursts of anger or aggression. She rarely retaliates on her own behalf and generally takes the road of avoidance.

Acts of goodwill or consideration from her are often described to come off matter-of-factly rather than emotive or warm, like a obligation rather than a kindness. To Corvina, selflessness comes naturally; only ever taking for herself if it means a little alone time.

All in all, she may be hard to bond with for some and harder still to get a bead on. But for those that do, they'll likely find a quality of friend they hadn't expected.



Biography: WIP



Likes: Reading, music/poetry, animals, quiet, tea, nighttime.



Dislikes: Fighting/violence, indulgence, rascality, noisiness, debauchery.



Skills:



Musician - Can play the cello and piano with nigh professional ability.



Scholar of Anatomy - Having taken special interest in the inner workings of the human body, Corvina is well learned in the art of diagnosis and treatment of most things a person can find themselves afflicted by. In addition to aid, Corvina's knowledge can be used defensively by striking pressure points, weak spots or utilizing joint locks. A useful skill for someone lacking physical might or violence of action like Corvina.



Animal Husbandry - Corvina extended her fascination with the corporeal to the animal kingdom, learning and practicing the knowledge and skills of keeping and cultivating most animals native to the area.



Gymnastics - A gymnast up until the age of 16, Corvina unfortunately outgrew the discipline by a size or two. Nevertheless, she often polishes her intermediate ability, placing the need for a sound body on par with a sound mind.



Scholar of Exotic Magic - Corvina is heavily interested in the magics and practices of the alien, delving deep into the disciplines of foreign nations near and far.



Weapon of Choice: None





Magic Affinity



15 points



Elemental: 1

Celestial: 7

Mind: 7

Body: 0



Magic Spells (up to 6):



Oversoul's Armor
- Temporary, divine protection against all means of attack, especially magical. Full negation if the attack is equal to or lower than the affinity than the caster's. The armor lasts about a minute but varies given the amount of damage the wear is taking.



Dynamist Qi Siphon - The ability to transfer vitality or ailment between living beings. Requires Corvina to be physically touching both targets.



Voidlight/Voidsight - Inverted light that darkens whatever area it is cast in to impossibly black. The larger the area covered the more difficult and taxing the spell. Magical vision that allows the user to "see" in a way entirely unrelated to light or dark. Doubles as night vision and protection from bright lights.



Phonemancer's Encyclopedia - The conjuring of a natural spirit to impart the True Name of an object or force, thus allowing for moderate control over it.



Bönpo Projection - The ability to manifest another self to interact remotely with people or things. The more powerful the projection the more easily it is perceived and interacted with by others. The weaker the projection, the more like a ghost or hallucination it seems.



Kinetic Multiplier/Kinetic Dampener - Can accelerate or stop bodies in motion, the higher kinetic energy in either direction the more taxing the spell.
 
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Name: Vito Warren Barbaro

Age: 20

Class: Middle Class

Gender: M

Sexuality: Bisexual

Appearance: 1686786553375.png

Height/Weight:6’0ft / 195lbs

Eye/Hair Color: Purple/Black

Personality: is generally a relaxed guy who still has a couple of problems. But he will try to be friendly to the best of his ability. He is slow to warm up to people but if you do become his friend you have one for life. He does what he can to be considerate of most people's problems to a point. Even though he knows that he won't be able to help or solve them. This would often lead to him coming off as harsh to most people.
He is often said to be not the type to always think things through before jumping into something. But most of the time he is often seen as the guy who gets into trouble by accident.

Biography:
Vito grew up pretty in a pretty good family being the third child of a small clinic passed down to them by his grandmother. Not having been very good, not much was expected of him because his two older siblings were so talented he didn't need to do much but what he could. Until one day his grandfather decided to start practicing magic with him to do something that is outside of it a bit knowing he was the same. Not being good at medicine but being able to do what he could for his wife. Knowing that Vito decided to do everything he could just help in whatever way he could. But his grandfather might have put too many ideas in his head. Along with the scar he wears.

Likes/Dislikes:

+ training
+ snow
+ A good drink
+ stories
+ pastries
- overly zealous people
- hot days
- people who can't keep their word
- unnecessary death
- people who stay weak

Skills:
CQC: she loves using most types of spears, polearms, or just his body in whatever way he can.

Resilient: if anything can be said about him, is that he can take a hit and keep going where other people would have stopped.

First aid: he can’t save her life, but he can patch you up enough for someone else to do it.

Baking: most people wouldn’t believe it, but he is a surprisingly good cook, especially when it comes to pastries.

Weapon of Choice: A glaive given to him by his grandfather that takes the form of an earring when not in use. Vito also has a pair of blade prof gloves.



Magic Affinity

15 points

Elemental: 1
Celestial: 3
Mind: 4
Body: 7

Magic Spells (up to 6):

Neather: charges whatever object (usually gloves or shoes) touches with a bit of lighting allowing it to stick to other surfaces like a wall or ceiling. But sometimes it is just nice to give something a nice stock factor.


Double Take: A simple yet effective spell where he doubles the output of the next spell or action he or someone else does. He doesn’t like doing it a lot because it drains him extremely fast the most he has done is four times.


Living armor: a spell that gives the body most of the abilities of a suit of armor. Increased durability, and strength and allows him to rotate most of his body 360 degrees. With only losing a bit of his speed.


Crusher: Vito throws out different sizes of spheres of gravity to hit something with a large amount of force or to make it lighter for a few seconds. The size of the sphere will tell you what it will do the small finger-sized ones make things lighter while the palm-sized or bigger ones will be less than pleasant.


Meteor: enlarging his body to an almost monster-like state.Pushing his body to its limit, before charging forward with everything he has before reverting back to his regular size. Putting all of the force into a single point, may it be his weapon or anything else.


Snap: A flash of blinding light to t someone off, or annoy them. Last only a couple of seconds. Go for existing or entering.
 
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Name: Corvina Silvana



Age: 20



Class: High Class



Gender: Female



Sexuality: Heterosexual



Appearance:
View attachment 1095696




Height/Weight: 5'5/129lbs



Eye/Hair Color: Amber/Black



Personality: Decidedly unfriendly, Corvina has become known for her icy and standoffish mien. Most interactions with her are laden with sardonicism and deadpan stares.

However, despite impressions and appearances, she actually enjoys the company of people who meet her abrasive personality in force. Be it as opposites or equally caustic. A good bit of persiflage is always welcome.

While Corvina may be easy to irritate, she's not one prone to outbursts of anger or aggression. She rarely retaliates on her own behalf and generally takes the road of avoidance.

Acts of goodwill or consideration from her are often described to come off matter-of-factly rather than emotive or warm, like a obligation rather than a kindness. To Corvina, selflessness comes naturally; only ever taking for herself if it means a little alone time.

All in all, she may be hard to bond with for some and harder still to get a bead on. But for those that do, they'll likely find a quality of friend they hadn't expected.



Biography: WIP



Likes: Reading, music/poetry, animals, quiet, tea, nighttime.



Dislikes: Fighting/violence, indulgence, rascality, noisiness, debauchery.



Skills:



Musician - Can play the cello and piano with nigh professional ability.



Scholar of Anatomy - Having taken special interest in the inner workings of the human body, Corvina is well learned in the art of diagnosis and treatment of most things a person can find themselves afflicted by. In addition to aid, Corvina's knowledge can be used defensively by striking pressure points, weak spots or utilizing joint locks. A useful skill for someone lacking physical might or violence of action like Corvina.



Animal Husbandry - Corvina extended her fascination with the corporeal to the animal kingdom, learning and practicing the knowledge and skills of keeping and cultivating most animals native to the area.



Gymnastics - A gymnast up until the age of 16, Corvina unfortunately outgrew the discipline by a size or two. Nevertheless, she often polishes her intermediate ability, placing the need for a sound body on par with a sound mind.



Scholar of Exotic Magic - Corvina is heavily interested in the magics and practices of the alien, delving deep into the disciplines of foreign nations near and far.



Weapon of Choice: None





Magic Affinity



15 points



Elemental: 1

Celestial: 7

Mind: 7

Body: 0



Magic Spells (up to 6):



Oversoul's Armor
- Temporary, divine protection against all means of attack, especially magical. Full negation if the attack is equal to or lower than the affinity than the caster's.



Dynamist Qi Siphon - The ability to transfer vitality or ailment between living beings.



Augur's Sight - Reading omens through patterns in the natural world, by scrying or both.



Phonemancer's Encyclopedia - The conjuring of a natural spirit to impart the True Name of an object or force, thus allowing for moderate control over it.



Bönpo Projection - The ability to manifest another self to interact remotely with people or things. The more powerful the projection the more easily it is perceived and interacted with by others. The weaker the projection, the more like a ghost or hallucination it seems.



Kinetic Multiplier/Kinetic Dampener - Can accelerate or stop bodies in motion, the higher kinetic energy in either direction the more taxing the spell.
I would say that the first two abilities would need some limitation. Other than that it seems fine.
 
WIP


Name: Augustus Valentinian VIII

Age: 21

Class: Upper Class

Gender: Male

Sexuality: Heterosexual

Appearance: f9ec3ba8ab5b4d03b57674f619f49989.png

Height/Weight: 6'1", 204 lbs

Eye/Hair Color: Blue, Blonde

Personality: Stalwart, disciplined and duty-bound. Like his father, and his father's father, Augustus carries the stoic sense of honor and nobility that his family has been famous for generations. Augustus is no different. He takes his vows to the Emperor seriously, and knows it is his duty to defend him to his last breathing the imperial legions.

While it might be hard to believe that such a militant and dutiful individual would be anything but a stick in the mud, Augustus is quite the kind man. Friendly, optimistic, and hard working, he is an individual that is easy to get along with.

A scholarly man, he puts a high value on wisdom and intelligence, and will always be turning thoughts over in his head to think up the best way forward. With a tactical mind, he can have a tendency to overthink things, which may or may not lead to exasperation on the part of others.


Biography: There is no glory outside of the frontline of the Legion. A common sentiment, sadly. Yet verifiable untrue as shown by the Valentinian family. A backbone of the imperial auxiliary, the Valentinians have faithfully served and supported the Empire for countless generations. Serving as reinforcements, managing and defending supply lines, and plugging leaks in defenses where ever possible. Valentinian name has become synonymous with loyalty and reliability, and there has not been at least one Valentinian legate for at least a hundred years and even then was an oddity. The family has devoted themselves to their duties. Be it within the legion or a position of governance, and nary an ill word can be reasonably spoken about them except for perhaps their single-minded nature.

Augustus is no different, he was born from the saddle during march. Even as a youth, he had spent more time in military camps than any villa. Such was his life, raised in his fathers military camps, were he was schooled and raised, constantly traveling wherever his father was needed, stopping only to visit family for more specialized training. It wasn't all bad, he got to play and socialize, just like any other child. He would consider it a pleasant upbringing.

Of course, being raised in the military, his responsibilities were always at the forefront. And his duty to be enacted upon the moment he became of age, yet of course that would all change as the goddess mark revealed itself and there was a higher calling to be answered.

Likes: Law and order, reading, art, music, games, riding,

Dislikes: Idleness and carousing, laziness, cowardice, those who shirk their duty, drunkenness,

Skills:
Strategy: A tactician by nature and trade, he has a kind mind for making keen decisions on the battlefield. Often seeing flaws and opportunities others would miss. From troop movements to asset management.

Leadership: Strategy is useless if one can't bring them to effect. Under his father, Augustus has learned how to lead those under him and how to inspire those around him.

Skill 3:

Skill 4:

Weapon of Choice: Polearms (Swordstaff)
While Augustus can use both the sword and bow, like many soldiers his weapon of choice is the polearm. Specifically the swordstaff, not only for its versatile defense but its leverage delivers substantial force be it sweeping or penetration.



Magic Affinity

15 points

Elemental: 0
Celestial: 0
Mind: 10
Body: 5

Magic Spells (up to 6):

Foresight: A true gift of the those with an affinity to the mind, giving him glimpses of the future. From seeing what the enemy may do next, to judging whether an action has a chance of success or failure, it is perhaps the most useful tool in his arsenal. While offering great strategic insight, it isn't without its flaws. The future is a complicated and ever changing prospect, fluid in the most chaotic sense, and even the most brilliant minds can crumble trying to comprehend it. But to put it simply, the closer to the present of what is being observed, the more accurate it is as there are less variables to change before it happens. As well, all events carry "momentum", the more momentum and event has, the more likely that it will remain the same. Just because you see something coming, doesn't mean you can always change it.

Some common applications of this would be in battle, seeing what the enemy will do and reacting accordingly. Or checking on how an action i might take might fare. May be used to anticipate danger when actively looking for it. But good outside of combat, used to watch the enemy, to find things or for purposes of intelligence or social situations.

As a note, I will be going to the GM frequently regarding the future, and not making it up as I go.

Illusion: The ability to create sounds and images. A rather simple ability, that Augustus uses often to trick enemies or to signal allies and armies. While these illusions are intangible, they serve a more supportive and utilitarian purpose.

Telekinesis: A more tangible use of his mental powers, used to throw, grab, push, block, or crush. While he does not have a great amount range with it, it greatly supports his close combat capabilities.

Empathetic Sense: Reading ones mind is hard, reading ones emotions, not so much. While some hide it better than others, this spell let's him get the feel of somethings state of mind. Far from being specific, it has its uses. Giving him a bit of insight into individuals, or a broad sense of an armies feelings. The more strongly an emotion is felt, or more unified the emotion is, the more clearly it can be detected.

Emotional Projection: There have always been those who can affect how others feel just by their presence, even without magic. But this takes it to another level, by projecting an aura of a specific emotion he can do much the same. Be it to inspire courage to rally troops or calm a tense situation, or to inspire dread or arrogance in the enemy. The more strong willed an individual, the more resistant they are. With mindless animals being the easiest. And even if affected, it doesn't guarantee any sort of result. An inspired coward may still flee, or may have gained the courage to flee. An enemy instilled with fear may flee, or fight even harder in panic. Or they may be able to shrug it off entirely, being focused on their task at hand. It is a subtle tool, best used in small doses to give that little extra push.

Some body thing:
 

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