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Fantasy Fading Flame Characters

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[/div][div class=fyuriheader] Identity[/div]
Name: Uri Mayakova

Occupation: Samo-Imperial Joint Task Force Leudant (Lieutenant) / Sappera (Sapper Specialist) / Jack-Of-All-Trades
[div class=fyuriheader] Attributes[/div]
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

[div class=fyuriheader] Skills[/div]
Attack:
Defence:
Speed:
Speech:
Crafts:

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[div class=fyuriheader2] SAMEU 5th Company Officer
[/div][div class=fyuriheader] General[/div]
Age: 25

Gender: Male

Race: Human

Class: Warrior (Armored Spearman / Assault Sapper)

[div class=fyuriheader] Appearance[/div]
Height: 5 ft. 11 in. (180 cm)

Weight: 170 lbs. (77 kg)

Build: Lean build, mesomorphic

Clothing:
[Combat] Sarmanian Plate Armor and Armet.
[Off-Duty] Linen tunic and pants.

[div class=fyuriheader] Persona[/div]
Alignment: Neutral Evil

Ethics/Morals: Live and fight by a set of his own conduct. Despises limitations, but will show restrain in certain situations. Assesses and weighs judgement on goals with a preference for minimal casualties or avoiding conflict altogether if suitable. Will not hesitate to carry out orders given, but would prefer to do so if absolutely necessary.

Personality:
- Reclusive / Socially Inept
- Cautious
- Passive / Composed
- Indiscriminate / Indifferent
- Selfish / Self-Indulgent / Prioritizes survival
- Cold (especially towards strangers)
- Focused
- Lenient
- Cynical / Semi-pessimistic

Biography:
Uri was born in the turmoils of war, forged in the fiery crucible of battle and eternal flames. He lost both his arms and legs during the Simerian War- (turns page) Ahem... apologies, wrong dossier...

Uri Mayakova, born an orphan in far reaches of Karelia, had gone through a series of troubling development since a young age. Despite this, the young child grew up as a jack-of-all-trades, learning a few tidbits here and there - from humble beginnings on the farms to minor managerial duties in his village's town hall. While he did not excel at everything he did, the young lad has proven to be adaptable and capable in many situations, however mundane it may have been. The aftermath of the Simerian War affected both the societal and social norms of Sarmania, something young Uri had experienced in his childhood. Non-consensual approaches and carnal abuses carved deep into the young teen's heart and mind, gradually wearing away what he used to perceive as a grand and vibrant world. Uri ran from home, and accompanied a roaming group of druids by chance, in an effort to find his true purpose.

Upon coming of age, the torpor-like youngster had little dreams to realize, at least that was the case for a few months, before he stumbled upon a brewery in Samo. Uri would spend four years working as an apprentice, refining his passions and skills for brewing ales. Despite this, he could not escape his condemned fate, and tends to invite many unwanted attentions from his customers of the opposite sex. While it helped to propel his life-savings in the expensive capital city, prostituting himself was the very thing he had wished to get away from, having departed from Karelia years ago. He eventually enlisted in the Marine Corps, having been acquainted with one of the officer-in-training at the time. For once in his life of just drifting along with everyone's wishes, and giving in to his customer's initiations for pleasures, Uri eventually found a dim light that glowed from this one person. The two eventually became friends after a while, building up to the man's ultimate decision to join the Corps.

After a few years of rising through the ranks as a sapper specialist, he was eventually transferred to Crookenrooten Creek, at the behest of his company commander. It was there, that he fought alongside the impetuous captain, and with it, experiences of combat. While many perceived him to be nothing but a lapdog, to which he assuredly agrees, Uri had gradually found his humanity upon meeting his commander. The young marine would follow his commanding officer Pavlov into the Darkwoods, after his transfer request was recently approved by the Junior Chief Commander. While he cared for the well-being of his friend, the man put up an apathetic face.

[div class=fyuriheader] Equipment & Abilities

Equipment:
- Sommerfeld Sarmanian M37 Plate Armor with company color trims
- Sommerfeld Sarmanian Armet with officer plumes (ornamental display to distinguish Sarmanian officers from common infantryman)
- Light rations and waterskin
- Off-duty set of Sarmanian clothes
- Sarmanian Armasa (able to retract into a short sword or extend into a short spear)
- Satchel full of crafting and pathfinding equipment (ropes, grappling hook, alchemy reagents, matches and flints)

Abilities:
Marines Manual of Arms
Uri's time in boot camp had made him capable in most close quarter situations. He is proficient when it comes to melee combat and is a capable spearman. This ability is further enhanced if receiving buff or aura that pertains to defenses and/or fatigue. (Physical Martial Skill)

Femosis's Legacy
Uri spent some time with a company of roaming druids, and offered his service as a carpenter - in exchange for their knowledge of ancient Sarmanian magic. Thus, Uri can transmute tree barks and branches into air-burst explosive projectiles. Magnitude of explosion varies dependent on how strong his spell is. Bigger explosions, require long-casting time. (Magical Attack Skill)

Passive Skills:
- Brewery (bootleg distilled spirits)
- Carpentry / Lumberjack
- Fishing
- Sapper Specialist (construction and/or demolition of infrastructures/defensive structures)
- Fletcher (able to craft certain skirmishing equipment, includes but are not limited to: crossbow bolts, arrows, darts, and ropes, etc.)

Weaknesses:
- Tends to wander off, and become consumed in combat (low peripheral awareness)
- Modified M37 armor that reduces weight, as well as armor.
- Passive / Doesn't take initiatives unless prompted by another party.
- Doesn't sit well with authoritarian leaders or orders altogether.
- Lack of communication and has an indifferent demeanor to most he meet. Kinda shy, but usually plays it off like he doesn't care for anyone. (socially awkward)

Other/Extra:
- Loves fruits (usually for his brewing processes)
- Will brawl anyone that tries to stop him from brewing.
- Usually drinks his alcohol in tea cups, to avoid being caught drinking on duty.
- Has this fondness for Incruscans, especially those with animal ears.
[/div][/div][div class=fyuricredit]code/design by @Fyuri[/div][/div]
 
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Akuro Szilene

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Personal​
Name:
Akuro Szilene
Gender:
Male, He/Him
Age:
18
Race:
Human
Height:
5"4"
Weight:
123 lbs.
Personality:
Akuro has always been a solely independent person, relying only on himself for both play and work. He has a strong will which practically forces him to choose the most interesting alternative possible, and relishes any chance for adventure. Whether it is jumping from tall rocks or climbing to perilous heights within trees, fear for his own personal safety is rarely a concern for him. As long as he is in control of his own decisions, and can experiment with the outside limits allowed him, he is content.

Because of his fun-loving attitude towards all, he finds it easy to make friends and thus has the potential to be a good leader. With tolerance for differing opinions and charisma to boot, he instinctively knows how to catch the attention of others. Though he struggles with book-learning, he is a quick study when understanding the emotions of others, and can smoothly alter his mood depending on the expressions or reactions of others. While he loves playing pranks on others and cracking stupid jokes, he will cool his tone if he realizes his optimism isn't being appreciated.

Having grown up with strict disciplinary parents, he has a set of inner principles that guide his actions. Though he won't hesitate from crossing into private property or stealing if it will result in "fun consequences," he prides himself on his honor and would never lie to anyone. He also has trouble coming to blows with others, since he's more of a diplomatic type than an aggressive one.
Bio:
From the beginning of Akuro's life, there was a sort of division between the forces around him. With a father in the military and a factory worker for a mother, his father was rarely around and left just enough money for their family to get by. Quite overwhelmed with raising Akuro and his younger sister, Salma, alone in the cramped living conditions condoned her, Akuro's mother sent word to her brother within a farming state to implore his care of her two young ones. After a week had passed, her brother came in person to accept her plea and take the two children away.

Since Akuro had only been three years old when he moved, his earliest memories were of the farm with his uncle and aunt, and not of his mother. He learned to widely appreciate the inherent magic within nature, becoming instantly enchanted with the many possible ways he could break a bone outdoors. He would often get scolded, because as the eldest child he would lead his sister and younger cousins into danger while only thinking about himself. Though he always tried to improve his behavior, his childhood years were still filled with an abundance of casts, splints, and bandages.

Deciding to put the boy's energy to good use, his uncle soon had Akuro helping him toil the land. The main plant grown there was aquagrain, since the land by Frontierville where they lived was marshy and wet for the most part. While initially Akuro followed his uncle along with annoyance, and found the subject of farming boring, he eventually picked up on the tricks to the trade and was able to put his strength to good use. Swinging sickles and lugging a plow along were no hard tasks for him, and soon he wanted to learn even more secrets. His uncle was more than happy to teach him, showing him different varieties of fertilized and wild plants around the farm, what their uses were, and what types of environments best helped them grow. With his uncles' permission, Akuro started keeping a herb garden by the house, and together with Salma cultivated the plants till they flourished as much as the aquagrain. Akuro then used the herbs to make teas and medicinal poultices, which he sold at markets to buy presents for the others. Thus his passion for farming grew, and he became prideful of each tidbit of knowledge he gained on the subject.

With these successes, it seemed like Akuro was well on his way to following in his uncle's footsteps instead of his father's, until one pivotal event occurred. His uncle had just left with his aunt and Salma to sell their Aquagrain produce for the season, leaving Akuro and three preteen cousins alone to continue tilling at home. Akuro was following his normal routine, singing rambunctiously and weaving tall tales for the cousins in order to make the work pass lightly. He wasn't too worried about security, since the large tractors usually governed the fields during the day, but unbeknownst to him the tractor wouldn't make it to their farm that day.

Hearing a rustling in the aquagrain around them, Akuro braced his sickle in case a wild animal leaped out at them. Sometimes snakes or foxes would come prowling through the long stalks of aquagrain, and just needed to be shooed away. But this time, three men in black leather and masks pounced out of the shadows instead. Alarmed, Akuro ran forward and stood in front of his cousins, holding his sickle like an axe before the three. Fortunately for him, though they were armed with muskets they had dispensed with the bullets during their earlier tussle with the security, and thus came at him with only knives. Thinking fast, Akuro threw his sickle like a boomarang at one of them, hitting them square in the chest since the small knife blade couldn't protect him enough. Seeing their compatriot fall, the other two started running straight for him, causing the boy to lift his arms up in fear. This caused the first awakening of his power, as dozens of glowing blue lights appeared around Akuro and twirled rapidly around the two. The sudden illumination momentarily blinded them, and seeing them dazed, Akuro swiftly tripped them up then threw a nearby pitchfork at their heads to knock them out.

Though the situation resolved itself, Akuro realized that the intruders could've easily killed them had he not mysteriously gained some strange ability. A couple of days after the incident, he asked his uncle about what his power could be. He was then told about the legendarily powerful Guardians, who protected the Kingdom in the past and even now using some channel of Light. His uncle obviously didn't know all the details, but he told Akuro that he must have connected with this channel somehow during his conflict with the raiders. Immediately Akuro was filled with curiosity, and longed to know more about what mystical powers he could possess.

Akuro stayed at the farm for three months more, trying and failing to stifle the burning sensation within him to learn and understand his own abilities. Finally, he decided that he didn't want to stay here anymore. He wanted to find these Guardians and come to know about both them and himself, and staying in one place wasn't going to get him any closer to his goal. Packing a knapsack with food and supplies, he wrote a letter of farewell to his sister and then set off, heading away from the farm-state of Frontierville deeper within the forested depths.
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Physical​
Equipment:
Currently, Akuro has a small axe hidden within the folds of his fur coat for practical use. While it has the potential to be used as a weapon, it's primary function is for chopping firewood and other everyday chores. He also has a falchion sword wrapped in blue ribbon, a present from his father which Akuro keeps more as a keepsake then a weapon. His true object of choice is a simple looking staff carved from eldenwood, which he uses to temper his powers through. As for armor, he has none beside the leather undercoat worn under his great fur coat.
Ability/Powers:
Physically, Akuro is quite a capable person, for his lithe body and farm-muscles provide him ample flexibility. He is quick on his feet and has sharp reflexes, which is mostly due to his careless playing with knives as a boy.
As for his magic powers, while he has the potential to unlock more, so far he only has enough understanding of the Light to summon a few glowing orbs. Though these contain a surprising amount of brightness, they are essentially harmless, and have no practical usage other than lighting his way in darkness.
Weaknesses:
+While Akuro has no trouble maneuvering around, he is terrible at offensive tactics. Having no absolute experience in battle, or simply in hand-to-hand combat, he isn't the hardest hitter out there. He's the kind of person who makes a fist with his fingers curled around his thumb, and leaves himself wide open when attempting to get ready for an attack. So while he can dodge attacks easily, he doesn't have any other skills to defend himself with.
+He often tries to talk things out when any rational person would realize the time for talking is over. Though his trust in others could certainly be considered admirable, it also gets him into trouble when dealing with an antagonistic force. His overly naive senses also leave him open to being tricked, as he will gullibly believe anything an opponent says because of his absolute belief in truth.
+He doesn't fully understand the grasp of his powers, which of course leaves him open to being overwhelmed in a magic duel as well. And since he has yet to go to the Academy, he doesn't understand the threat of Dark magic users, which puts him in more danger as well.
+His rash adventuring ways leave him to many cuts and bruises, as he needlessly endangers himself just for the fun of it. This means he will see a potentially threatening action and take it regardless of his own well-being, and at times, regardless of the well-being of others.
The Rapture
code by: S n o w
 
Name: Lazlo Talonguard

Gender: Male

Age: 23

Race: Human

Race Description: Well he's human. I hope we can figure out what that looks like...

Appearance:
1553022972279.png 1553023472699.png

-Height: 6'1 (6 foot 1 inch if you need me to clarify that)

-Weight: 200 lbs (10% of a ton, ~2.5 Emus, 1/3 of Rebel Wilson's weight)

Personality:
-Very rash. He is too controlled by his emotions, and will let his rage carry him too far
-He is very charismatic, and can talk to almost anyone. He is a great debater, and can typically flip the sides of a conflict with words alone.
-While he is very intelligent, sometimes his own emotions get the better of him. He is very impatient and cannot stand it when people do not do things to his liking
-His general compassion is very low. He does want to do good, but he does believe the end justifies all means.

Equipment:
He carries his red robed armor and wears that wherever he goes. His magic staff can be used as a weapon up close, but it is far better for increasing the range of his spells, enabling him to be an offensive caster as well as a supporter.
He has hidden sacrificial short swords that are wickedly sharp, and while he is not extraordinarily talented with them, he could still use them to defend himself should an enemy get too close.

Ability/Powers:
All of his magical abilities fall under the domain of Life Magic. While trained as a clerical caster, he learned the ability to cure wounds of the flesh. He also knows how to remove diseases and curses, as his work required him to know this well. Throughout his travels, he learned spells to keep away the darkness as well, and repel evil as well as snuffing it out. His most potent ability however, is his twisted form of life magic that does not involve helping his fellow man, but stealing life and using it to fuel his own power. His involvement with the Red Church and years of being tormented by the leaders of the thought to be dead organization forced him to become very talented with this.

Healing:
His best ability with this is the ability to cure wounds, and even bring back people walking near the doors of death. With this power, he can also remove diseases and cure curses to an extent. The more powerful the curse or disease, the harder it is to remove. If the curse is strong enough, it is possible for him to take a share in it as well, if he is not careful.

Repulsing Darkness:
As any good cleric knows, if you are fighting against darkness you must have ways to deal with them. Lazlo's ability to create areas where evil cannot enter, or wards to repel evil has saved him many times, as well as his ability to detect evil in a radius around him. He is not great at it, but he does have the ability to exorcise demons if he has to, though he has never done it in practice.

Life Drain:
Years of torment and brainwashing has twisted this once pure form of healing magic into a vile way to rip someone's life force from them. Lazlo is very good at this, arguably better than he is at healing. Of course, there is a limit to what he can draw. He cannot drain a fully healthy person, and if he drains too much health he is at risk of harming himself greatly. His staff allows this ability to pull from longer ranges, and his anti life magic has given him abilities to cast heal spells that can harm, instead of heal. However, in order to switch from this offensive state to a healing state, he needs some time to calm his mind of his rage, and allow serenity to flow. As far as what he can do with his damage, he can only harm as much as he can heal, which is about twice his own constitution. After that, trying to heal or harm someone draws upon his own blood, and harms him as much as he tries to hurt, or heal. Depending on what form he is in, the product of his life drain is changed. If he is in a healing form, the life drain will heal his own life force (limits still apply). If he is in his offensive, or blood form, the life drain is changed into a holy energy that is released as a holy fire (if he drains from the dark, he will still become sick regardless of what form he is in, as converting their life energy to holy fire still requires it to cycle through him. He does absorb less, and might be able to do it without corruption, if he is healthy).


Weaknesses:
Lazlo is a very angry person, and a lot of his actions are dictated by emotions. Because of this, he will be very rash and act too quickly in situations that should require a little more care.
He is not a very fast person, and has very little way to keep an opponent from running. Once they are out of range of his staff, there is very little he can do to them without following them.
Aside from his armor, his ability to defend against magic or projectiles is nothing special. Because of this, he prefers a very distinct field of distance where he is far enough to way to hit with his spells, but not too far whereas he cannot reach his opponent.
He views most things as black and white, and generally works in absolutes. This can be very bad when he is choosing which fights he should pick.

Bio:
Everything was the Church. He couldn't remember anything but the church, as even his earliest memories involved Father Reinheart, or Master Nicodemus. He was raised by the Red Church, a secret organization that involved fragments of the once great Red Church that brought panic in fear to most of the empire. After the Red Church was hunted down, small groups organized to keep the beliefs of their St. Randal alive, training acolytes that would be steadfast zealots to the cause. Lazlo was trained until he was 17 years old, before finally being allowed to leave the sanctuary. Lazlo heard the words of the Red Church, but his own intelligence enabled him to not completely lose himself in the will of Master Nicodemus. He knew he wanted to do good, and vanquish the darkness, but the torment he had faced had run deep, and his mind knew only one way to vanquish the darkness. Allow your hate and rage to direct your power, and destroy anything that got in your way.

Lazlo traveled for a bit, trying to learn the world's workings, and where he could best carry out his goal. Upon learning of the guardians, he figured that they were the exact group that he needed to join, as they seemed to be the best at destroying the darkness. However, after doing research, he found that they were not at all what he had thought, and lacked the strong spirit of rage and the dominating will required to fight the darkness. Because of this, he set out to not only vanquish the dark, but to reform the guardians as well.

He was placed in the front lines at the age of 18, one of the Darklight. At this time, he had grown accustomed to fighting with a large hammer and his magic, up close and personal. However, after about 3 years of fighting the dark up close, he had grown a bit cracked in the head; and while he personally still knew his goals and he was strong minded enough to keep control of his sanity, there was permanent damage to his mind and body that would never be undone.
As a result of his constant contact with the dark, he eventually had to stop fighting up close, as his body kept taking too much of a toll. Eventually, he was called back, and left the rest of the Darklight. The next year was a bit of a blur, but at some point he returned to the sanctuary to not only be deemed a priest, but given an ancient relic of St. Randal himself, the Staff of Crimson Light. He was also given his armor and robes, as well as swords which he keeps hidden.
He now looks to complete his goals of vanquishing the darkness, though has a deep secret loathing for the guardians, for reasons only his own broken mind understands.

Others/Extra:



Kabboom Kabboom
 
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[div class=imgTabRow][div class=imgTab style="border-top-left-radius: 5px;"]Armor[/div][div class=imgTab]Portrait[/div][/div]
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[div class=armorImage][/div][div class=credits]Credit to ElectricPizza[/div]​
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[div class=portraitImage][/div][div class=credits]Credit to aenaluck[/div]​
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[div class=header]GENERAL[/div]
NAME: Luthax Valyzan, The Green Flame
GENDER: Male
AGE: 28
OCCUPATION Bloodguard of House Valyzan (Former), Guardian of Light
ROLE: Chemical/Psychological Warfare; Tank
RACE: Salamander Incruscan
HEIGHT: 6'
WEIGHT: 213 lbs

APPEARANCE Despite being an Incruscan, Luthax mostly human on the outside. He has long black hair typically tied up in a loose bun leaving two strands framing his face. He has green eyes and a neatly trimmed beard with a forked, braided goatee. His body is well built from consistent training and lightly tanned. His right arm is perpetually bound in a black steel gauntlet with green light emitting from it's vents. On this arm a glowing green tattoo runs down the entire length marking the presence of the Valyzan Bloodmist rune. The only outwards trace of his Salamander heritage is the discoloration of his right arm and several other parts of the body where the skin is tinged black and seeps slime.

[div class=header]RACE DESCRIPTION[/div]
Salamander Incruscans originate from the swamps of the South, and are known for dwelling in extremely flammable tar pits with which they weaponize to drive off attackers. This association with flaming tar has earned them a connotation with fire and myths of powerful Salamander pyromancers. Salamander Incruscans have large patches of smooth, colorful skin and tails. Like natural salamanders, the Salamander Incruscans have inherited the slimy skin makes them extremely difficult to capture and extremely poisonous blood that will harm any predators who attempt to consume them.

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[div class=header]SMOKEBURNE BLOODMIST[/div]
Bloodmist is a power passed down through the Valyzan family, it allows it's user to manipulate and vaporize their blood even if it is outside of their bodies. Luthax's Salamander blood allows him to generate his green "flames".

Emerald Claw: The green "flames" emitting from his gauntlet concentrates around Luthax's right arm, creating what looks like translucent green claw. Physical contact with the claw will cause burns far more painful than that from other techniques and is capable of melting through steel given sufficient time.

Jade Cinders: A cloud of green smoke is left behind in a small area. Physical contact with the smoke will cause burns on flesh. If inhaled or exposed to an open wound, the target will also begin to experience far more serious symptoms such as shortness of breath, restricted motor functions, or loss of vision.

Malachite Inferno: The green "flames" erupt from Luthax's right arm that are able to be formed into balls that can be lobbed and shooting streams of "flame". These "flames" give horrific burns on targets and can melt through relatively weak materials such a cloth and wood.

[div class=header]WEAKNESSES[/div]
-Luthax's dangerous blood makes it extremely difficult for medics to treat him without becoming harmed themselves. This also applies to those within his proximity while he has open wounds.
-Any form of magical cleansing or purification will adversely affect the potency of his powers.
-His rather heavy set of equipment makes him very slow and unsuited in open-field combat.

[div class=header]SPECIALTY EQUIPMENT[/div]
Bulwark Paradox: The Bulwark Paradox is Luthax's Guardian weapon, constructed during his time in the Academy. It is a 6 foot-long, double edged greatsword with a 1.5 foot-long handle. Its White Steel blade runs down the whole length of the sword on one side, while the blade on the other side only runs halfway to accommodate a Burning Edge, a blade specially treated to withstand extreme heating via Light crystals. The Burning Edge can reach temperatures hot enough to melt steel, but it burns through a single Light capsule in a minute.

The Bulwark Paradox comes with two gimmicks. The first one causes the handle and the blades to split in half and form a scissor blade. The Light vent also splits in half to reveal two Burning Edges. The second gimmick separates the two halves of the scissor blade into two long swords connected by a chain.

Lightshot Flintlocks: x3
Luthax always carries three Lightshot flintlocks that used to belong to Ranori named Burst, Blood, and Blitz respectively. All three shoot relatively weak incendiary Light rounds tinted green.

Bloodguard Armor:
The heavy black plate armor that Luthax constantly wears is of the type that all the Bloodguard wears. A majority of the armor is just well constructed steel plate, but where it differs from other armors is that it uses a green-tinted Light crystal that lights up the vents from where Bloodmist leaves the armor. This is used a sign of status in Clan Valyzan and as an intimidation tactic. A majority of his armor is sealed off, except for the right gauntlet to allow Luthax to regulate the dispersal of the mist with greater ease. The left shoulder and arm of the armor is covered in the signature red and gray cloak of the Bloodguard.


[div class=header]WEAPONS[/div]
[div class=weaponImage][/div][div class=credits]Credit to ElectricPizza[/div]​

[div class=header]GENERIC EQUIPMENT[/div]
-Light Flares (Green)
-Anti-Venom Potions
-Extra Incendiary Light Rounds
-Utility Knife
-Extra Light Cartridges


[/div][/div][div class="tabsContent tabsPersonal" style="display: none;"][div class=innerDiv]
[div class=header]PERSONALITY:[/div]
Out of all of his siblings, Luthax is the most social, always willing to speak out and strike up a conversation, which contrasted sharply with the others' personalities. He is somewhat light hearted, making employing dark humor at times to make light of the situation. Luthax still loves his siblings and wishes for them to reconcile, even in spite of the events that tore them apart. He considers himself a very sentimental man.

[div class=header]FAMILY:[/div]
-Kylianne Valyzan: Mother (Deceased)
-Maestra Valyzan: Eldest Half-Sister
-Raaj Valyzan: Eldest Half-Brother
-Lan'thi Valyzan: Elder Half-Sister
-Ranori Valyzan Youngest Half-Sister (Deceased)

[div class=header]EXTRA:[/div]
-Originally, there were four Lightshot flintlocks, all handcrafted by Ranori when she was a child. Each of them were given as gifts to her siblings, but over time, Maestra, Raaj, and Lan'thi exchanged them for weapons more suited to their styles. Luthax collected the other and uses them in honor of Ranori, while leaving the one gifted to him at her grave.

-Luthax has never gotten drunk before, though that's not saying much, as the most he's drank is a pint of watered down ale.

-He enjoys startling his friends with his armor's eerie appearance during the night.

-Luthax is always embarrassed to admit he can't actually control fire


-Theme Song: Release the Panic by Red

[div class=header]HISTORY:[/div]
Luthax was born to Kylianne Valyzan, the Ruler of a small, yet relatively powerful clan called House Valyzan in the southern portion of the Empire and her Incruscan concubine. He was the fourth of five children and was trained from his youth as one of the Bloodguard, the elite soldiers that oversaw the protection of the clan's heir, his sister Maestra and current Ruler. Being a Bloodguard entitled him to the House's most closely guarded secret: Bloodmist, as well as equipment to harness this power. He was closest with his younger sister, Ranori, growing up, while remaining blindly loyal to his mother. This changed when he was 20, when his mother's quest to find a Vampire led to the death of Ranori on an expedition.

The sudden death of Ranori threw Luthax into shock, and compelled him to request a leave of absence for a pilgrimage to his sister's site of burial in the north. Kylian reluctantly granted Luthax permission to leave, leading to Luthax to travel north towards populations of the Empire. While passing through Imperial settlements, his powers garnered the attention of the Guardians, forcing him to be conscripted into the Academies. With no way to avoid his fate, he submitted and trained as a Guardian for 5 years.

During the time Luthax was gone, chaos had erupted in House Valyzan. Kylian's drive for power had driven her to near insanity, causing Raaj to lead a coup, successfully usurping and killing his mother, only to be usurped and exiled by Maestra and Lan'thi in return. Shocked at the events that conspired, Luthax returned home as soon as possible to find his eldest sister in power, and Lan'thi being her loyal guard. His two remaining family members pressed him into service, but Luthax no longer held his blind loyalty, and questioned Maestra at almost every turn.

The tension between the two continued to grow until the Guardians required Luthax's service a year after he returned. Luthax was relieved to leave his dysfunctional family and served numerous low level missions for the Empire, such as defending the occasional settlement from Darkborne attack, bolstering the defenses of an outpost, and enforcing order in a panicking settlement.

[/div][/div][div class=credits style="float:right"]Code by QizPizza[/div]
[/div]
 
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Name: Stravix Logarium

Gender: Male

Age: 27

Race: Human

Race Description:

Appearance:
6' 2"
140 lbs.
Slight muscular build in the arms and legs.
Electric Blue Hair, Sapphire Blue Eyes.

Personality:
-Outgoing
-Smart
-Unpredictable
-Confident in work

Equipment: 30 lbs of metal ore on his back, standard clothing for an Engineer, steel armor on his back as well, sword of steel on his side.

Ability/Powers:
-Builders Intellect: As long as he has the right amount of metal ore near him, it is magnetic and has an understanding or visual on how its supposed to look, he can craft anything out of metal and move it around, regardless of weight and size.
-Electric Element: Has control over electricity and can use it to help give metal weapons a nice 'Shocking' punch. Can also cast lightning from his hands(see weaknesses for more details)
-Shields Up!: can use his electric power to put up a barrier dome that can help against people going in and out.

Weaknesses:
-Cannot use his builders intellect or shields up! if already in combat. Takes way too much concentration for that.
-Cannot use his Electric Element during a thunderstorm. Has been known to accidentally hit himself with the lightning strikes, which hurts really bad
-If he cant visually see an item or have a really detailed drawing of the item he needs to make, it will either backfire if a gun part, or shatter on first impact

Bio: Born to a family of rich folk and inventors, His family was surprised when they found out their son was one with innate abilities. at the age of 5, Stravix was able to take anything metal, tear it apart and then reassemble it as something different as long as it met the requirements of matter and mass. at age 7, Stravix was violently taken from his family and taken to a secret research laboratory, where he was tortured and experimented on to figure out where the abilities he had came from. at age 16, they finally managed to trip a hidden ability inside Stravix, the ability of Electricity control. At age 23, Stravix violently killed all of his experimenters and escaped, going out to try and find his family which he found out had all been killed trying to stop the scientists from kidnapping him in the first place. At age 26, he joined up with the Guardians and vowed to help in any way he could as an Engineer/Inventor. At age 27, he finally picked up his first convoy and left with it.

Others/Extra:
 
Character Sheet:
Name: Okgar, no earned title. Alternatively, Okgar "The Demon" Okgar "The Cursed" or Okgar "Of the Dark" derogatory and crude. But orcs name their comrades for great feats, is this truly any different?

Gender: Male

Age: 24

Race: Orc

Race Description: An advanced race sheltered within the Uncharted Territories, trade with the Imperial Frontier is booming and affords the greenskins an abundance of technological and magical boons in the war against the darkborne, they combine traditional savagery and disciplined warfare to resist the incursion of darkness in a string of cautious ambushes and widespread guerilla warfare.

Appearance. Less overtly barbaric.
588532
-Height 7'7
-Weight 650lbs

Personality:
-Traditional: All Orcs are, by their very nature, are traditional. They honour their ancestors and their roots, but many in the Empire mistake this for the elven equivalent. Orcs honour their ancestors, but they do not revere them as deities, nor are they stuck in the ways of leather-clad barbarians, the orcs have scholars and engineers of their own, tradition is simply revering those who came before and honouring their memory in life.

-Honorable: Okgar has always been inclined towards honour, unlike most of his kin. The war with the darkborne has long-eroded any battle etiquette or principles for their people, but Okgar is as honourable as he is traditional. He idolises his great ancestor the mighty Warrior-Thane Mu'Gothak, who helped unite the Orcish tribes into a Kingdom and was instrumental in replacing the dark with the light. He was a man of honour loved by his people, Okgar lives in reverence of his blood-ancestor and wishes to emulate his great deeds.

-Considerate: Okgar finds it easy to be empathetic. He has lived his life as an outlier of his people, shunned by most, revered by others, his own past has not forged him to be cold or bitter. Like Mu'Gothak, he has learned and evolved from his struggles. His struggles are no more pressing than the struggles others face.

-Self-conscious: Though his powers fall under the official declaration of Light, the methods of their application cause outrage and disgust. Despite the protest of the shamans, the other warriors have never accepted Okgar - they see him as corrupted by the influence of the dark. His powers evil, his nature cruel. The fact that he has never been able to physically touch another being plays int this self-hatred and belief he is cursed. Only the shamans ever allowed him physical contact, and not out of affection, out of studious curiosity into his abilities.


Equipment:
All-Seer's Triumph:
This unassuming belt is fashioned from the small skull of what appears to be unassuming darkborne, but what was in-fact a small cat-like beast of massive magical ability. The All-Seer, a Shaman who is rumoured to have lived for hundreds of years, has told the story of it's defeat at his hands many times. The orcs haven't seen an emergent Chosen in centuries, but with Okgar's birth that changed - the All-Seer gifted this magical built to Okgar to officially acknowledge him as "Chosen by the Ancestors" or guardian, to the realms of man. the belt itself carries a subtle forcefield around Okgar, and the All-Seer modified it's original enchantment - which was amplifying magical energy - into inducing protection on the wearer. Whilst the belt can't make up for a lack of armour, it will prevent an axe fatally cleaving him in two or a fireball searing his skin to the bone. It also allows a wearer to amplify magic, but this matters little to Okgar when he can't yet control it.

Fel-Cry:
This axe was forged in the enflamed souls of a thousand crying Darkborne; quenched in their own undeath, did Mu'Gothak battle demons untold - his overwhelming power washing over the dark like an unstoppable deep resplendence - or so the stories tell. The feats of legend and the power supposedly held within this mighty axe are bear and dormant to Okgar, it's blade is sharp, yes. Swift and graceful, adorned in ornate runes and glistening in black-steel, the axe can be thrown and recalled at will, nothing more. Whilst many would claim the axe is merely a fancy enchanted construct and the stories are exaggerated, Okgar will have none of it, his reverence of Mu'Gothak unshakable like iron. The axe's dormant powers only make the orc blame himself, why would such might open itself to someone cursed such as he? He is no Chosen, as the Shamans permit he often wonders if his powers really do stem from the dark. To it's credit, this axe - dormant or not - is a vessel of light, and can deal greater harm to the darkborne.

Orcish Blunderbuss:
A simple construct pioneered by engineers, though based on the Imperial designs of the Empire of Man, this weapon is reverse-engineered and modified to better fit Orc culture and properties, due to the size of orcs this large weapon can be hefted in a single hand and fired to unleash a massive unload of gunpowder-fueled shrapnel ripping flesh and steel like crumpled paper. Though in rare supply, the most prominent and important Orc captains charged with leading ambushes and raids on the darkborne are always allowed to equip their company with these fierce weapons.

Ability/Powers:
Chosen of the Ancestors
Okgar - among others - was born with the brief hint of what humanity knows as "light magic". His own strand of this gift manifested in the form of ethereal green eyes, this Warlock magic is unexplored due to the impeding threat of the darkborne. Though theoretical, Orc scholars have theorized multiple potential gifts this magic affords their own chosen, or "guardian".

  • Shamanism has revealed Okgar's gifts are intrinsically based, he cannot manipulate the environment or interact with the threads of reality, but based on tests, his spirit harbours an assimilating property that allows him to drain the life-energy of others on physical contact, with more length equaling more lifeforce, which in turn makes Okgar stronger, bigger, faster. This is a finite ability, and though draining may increase his power it decreases his mana, an equilibrium is required if he is to avoid illness and nausea - which is easily done to one so untrained. The effects of draining aren't permanent, although his use of the ability overtime has left him marginally bigger, stronger and faster than the average orc. But this has been voluntary practice among shamans, as trying to use this magic on a darkborne could be catastrophic.

  • Due to the intrinsic nature of his ability, Okgar's weapons can often carry a charge of this draining energy in a blaze of green spiritual flame. This doesn't necessarily make his weapons more sturdy or damaging, it merely allows the supernatural nature of his power to interact with beings on-contact. Skin will be rendered and sapped by the weapons affording Okgar strength and vigor with each stroke, but that still requires him to land a hit - the magic is no more effective against armour than regular weaponry.

  • Something of an outlier, the Shamans believe Okgar's internal flame may allow him to project a focused and violent blast of searing spiritual energy. But this is theory, Okgar has never trained nor refined any aspect of his power, he is uncontrolled and currently nothing more than a glorified warrior with glowing axes. He needs structured training and aid from professionals if he is to ever achieve this level of active control.

Weaknesses:

  • Untrained and reckless, Okgar's status as a guardian is unrefined - he has no on/off button for his gifts and must refrain from so much as touching people lest his powers act up. This lack of control can be troublesome even in the frenzy of combat, should he try to drain an opponent through grappling he may be physically unable to let go. The sensation of draining is extremely euphoric, and the positive aura ignores the mental toll. He may very well drain an opponent dry and collapse from the mental overuse.
  • Unlike most orcs, Okgar is unable to wear armour. He is no berserker, his lack of armour is not by choice; pain does not grant him strength or fury. The first time the orc attempted to wear fullplate for a patrol amongst his kin, he was barely functioning, his skin like acid, for whatever reason the magic inherent within him was burning slowly through the entombing metal, and the incident left him deeply claustrophobic. Instead, the orc tends to be wrapped in sturdy lightweight fur rags and pelts that allow the breeze to soothe his skin.

Bio:
Born in the hellscape that the Empire considers the uncharted lands, Okgar was an orc who's eyes blazed with an emerald translucence upon birth. His parents overjoyed at first, as they considered their son blessed, were quickly shattered to find that the Shaman's invoked an ancient rite to take the child themselves. Though an unused practice, Okgar had been the first orc Chosen by the Ancestors "Guardian" in several hundred years. At least, the only one who displayed it blatantly. His life was easy at first, raised with the pinnacle of education and taught wisdom and strength by the clans most revered. But not all good things last, and on the day of his 12th, the Shamans gathered to invoke his powers in view of all the clan.

Would he manipulate fire and conjure a great ball of flame? Would the trees sway under his dominion and authority? Perhaps he'd forge great monsters out of mud and stone? No, instead his soul latched onto the nearest living thing - one of the shamans - and the link began sapping the elderly orc's very energy in a dazzle of green horror, the winds wept and the air grew thick, the sky darkened and ethereal whisps cried out in response. The shaman, prominent in magic, easily cancelled the involuntary assault, and though they remained adamant this was a gift from the ancestors, the other orcs were overtaken with superstition. They began to call him a darkborne, corrupted, malign, a tool of wrath and ruin.

The shamans knew the superstition of an otherwise educated people was caused by the mass resurgence of the darkborne, but it also made their mission much harder. They were unable to teach the child magic, interact with his powers, yes. Even feed them, offering small tidbits of themselves to ensure he was healthy and strong, but the darkborne were drawn to any and all light, too much use would see them all crushed beneath the hooves of chaos incarnate. Years passed, and Okgar lived a life of privilege and prejudice simultaneously; he ate the finest foods, possessed the finest clothes, he had the most respected teachers and the highest honours. But his people spat when he passed, they cursed him a demon, they wouldn't interact with him, talk to him, he could do nothing within the kingdom without the shamans pulling their strings. Soon, it became apparent that his powers would not fade, his touch never ceased to drain energy. Even after being trained by the greatest warriors, the soldiers would not accept him in their ranks after his skin boiled and he became near-catatonic after merely trying to wear armour. "Demon", they said."Cursed by the dark."

Evidently, Okgar was static, miserable and could find no growth among his own. It is then the Shamans set him to task, they afforded him two of their kinds greatest artefacts; a great belt and the axe of Okgar's idol and one of the orc's greatest heroes. He was to depart their lands, under guard and escort, and make for the Empire. They would not accept him in the mainland, but he was to find hedge wizards within the outskirts and learn as best he could. Such an event was two years ago, try as he might, Okgar found no wizard willing to aid him once they understood what his powers were. "Demon!" They had cried, calling guards and templars, he has lived as a nomad on the very outskirts of the uncharted lands. Hunting the Darkborne. Mourning, for himself, for his clan whom he failed. In a last ditch effort, placing his life on the line, Okgar elected to search directly for the guardians. Death was better than dishonour.

Others/Extra: N/A
 

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