For my Family

Ixidor92

Game master
Please post your character's for the role-play here.


Skelly


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Name: Character's name. Does not need to have the last name of his/her clan (unless your character is part of the head family)


Age: (Late teens to early twenties preferably)


Gender: Male or female. Duh


Appearance: A very detailed written description will be accepted. Pictures are preferred if you can find one that suits your character. If you are having trouble, I can probably help.


Clan: The clan your character either belongs to or swears fealty to. You may be part of a minor family that isn't one of the main five if you so desire, but you must choose a primary clan that you swear fealty to.


Affinity: Choose an element of the natural world. This obviously consists of the base 4 elements, but also includes other more specified facets of nature. Lightning, Cold, blood, and lava are all acceptable elements. Your character's affinity determines what element is easiest for their mana to take form within, and therefore will affect your Artes. Utilizing an element different from your affinity is significantly more difficult.


Aether: Please describe the form of your character's Aether. This should be based on their affinity, choice of art, combat style, and personality.


Art focus: Burst, Flow, or Mystic. Pick one that your character has chosen to focus the majority of their studies on. This does not forbid your character from utilizing other types of Artes, but they will be weaker than your focus.


Basic abilities: Provide anywhere from a couple sentences to a couple paragraphs on your characters base abilities. To draw a comparison to the original thread, this is where Oliver would talk about how he regularly channels mana to toughen his skin, and Valk hyper accelerates his body. Only talk about basic channeling and common abilities here. Any sort of specially developed technique or powerful ability should go under "Artes"


Artes: Write three to five specific Artes here. These are your character's "special techniques". Examples include Valk's ability to throw 30 punches in the span of what looks like a single punch, or Aatron's massive wind blade from his sword. Note that basic elemental and Aether abilities should not fall under here. For example, Aatron's ability to throw normal wind blades are not an Arte by themselves, merely a basic technique.


Weaknesses: Give at least two weaknesses that are your character's downfall in combat. You can also provide emotional weaknesses or other such faults, but at least two weaknesses must be combat related.


Backstory: Provide at least one paragraph on your character's backstory. It doesn't have to be everything from their childbirth to the present day, just the important events that have a significant affect on their personality and look on life. There should be at least one paragraph, and probably no more than three.


Personality: Give a few sentences on your character's personality. If need be this can be in two sections, one for their own clan, and one for other clans.


Likes: Put a few things your character enjoys or does in his spare time


Dislikes: Put a few thing that piss your character off


Theme song: Offer a song or two that personifies your character. Always fun :3


Extra: Anything about your character not covered by the above can be put in here 
Name: Valk Trevastos


Age: 18


Gender: Male


Appearance:

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Clan: Trevastos


Affinity: Lightning


Aether: Valk's Aether takes shape in a dark blue form, bordering on black. It always appears jagged in shape, and seems to lash out at anything that approaches.


Arte Focus: Flow Artes


Basic Abilities: Valk has used his talent with sensing mana to create many additional connections within his circuit, particularly along his arms. This allows him to shape mana very quickly into complex forces, which he uses to his advantage. His first advantage is to channel mana through his body as a speed steroid, boosting it beyond normal human limits. He is loathe to admit that there are those who focus on speed more however, and could outrun him even when he is at full power. However, his speed is not what is most dangerous about how Valk fights, it is what happens when his speed allows him to connect with his opponent. Valk turns his arms into what are essentially living conduits for lightning, carrying thousands of volts each. One strike will discharge these volts upon the target, often rendering them helpless. If his opponent is rendered immobile, or is immune to electricity, he resorts to keeping large portions of mana charged in his limbs, and releases them as force upon striking an enemy. Valk prefers to fight using palm strikes and sweeping motions. He does improve his strength with flow Artes, but not nearly as much as others who have focused on it do. It isn't necessarily the impact of his blows that do the damage, but rather what they carry. When absolutely necessary, Valk can release Aether and sometimes lightning in burst Artes, but he doesn't do this unless needed, as they drain his soul terribly.


Artes:


-Fifteen fold strike (Flow/burst): Valk hyper-accelerates one arm and throws what seems to be a single palm-strike. However, it is actually fifteen consecutive attacks, thrown in the span of what should be a single one. The force multiplies on the target before they have a chance to react, and are often thrown back several meters by the strike. Valk cannot channel lightning or Aether into his limbs while doing this.


-Form of Raijin (Flow): When pressed, Valk can channel lightning not only through his arms, but his entire body. He becomes a living lightning bolt at this point, and touching him directly in any capacity is very dangerous. This drains his soul way too fast to utilize on a regular basis. As it stands, using it for even a minute at a time is downright dangerous


-Repulse (Burst): Valk pushes both of his hands right against his opponent, and with a shout releases a pulse of force that throws them back. This doesn't do much damage as long as the target has room to move, or doesn't try to avoid moving. If they do, then the differentiation in force can cause significant backlash to their innards. Valk specifically designed this technique to get others off him if they try to grapple or otherwise get in close.


-Bolt step (Flow/Burst): Valk channels mana through his legs, and leaps from one spot with a flash of lightning. For a brief second his form melts down and then stabilizes at his destination. The result is what appears to be teleportation with a small burning spot from where Valk originated. He is actually simply moving too fast for most human eyes to see it. This technique requires him to travel in a straight line, and it requires a second for him to regain his bearings after using, so dashing straight into an enemy is not usually an option.


Weaknesses: Valk has created multiple connections with his knowledge of the mana circuit, and can perform very powerful Artes as a result. However, this unnatural acceleration of his strength does not come without cost. Valk relies heavily on overpowering his opponents immediately. Anyone who can render his attacks inert, endure them, or otherwise overcome his initial assault is a very big problem. Valk has very little endurance to speak of when it comes to Artes. Because he expanded his circuit so rapidly, his body didn't have time to adjust properly, and he can't really tell how much mana he has left in the tank when he fights until he's just about out. In addition, when an opponent is able to withstand an attack from Valk, it shakes him up mentally, just a little bit, but enough that a keen observer would be able to take advantage. Valk also loses quite a bit of effectiveness against anyone that can render electricity useless. He can still use Aether, but lightning is his primary weapon, and without it he loses a lot of his power.


Backstory: Valk is the seventh son of Erin Trevastos, head of the Trevastos family. Naturally, Valk loved and adored his father, seeing him as something to look up to, but he was quickly taught that filling in such shoes were impossible for him. There were six siblings who had a shot, all older. A young Valk looked up as much as he could about the mana soul and circuit, but eventually gave up and just went to training. That was until he was nine. Valk made the mistake of opening up to a few members of the Aatron family nearby. When the time was right, they kidnapped him. What they wanted was simple, power, and Valk was the bargaining chip they would use to get it. He was kept there for three days while the heads talked between themselves. The matter was resolved between the clans quickly, as they were a small sect, and banished immediately. However, the event scarred Valk deeply. From that day forward, he vowed never to give out his trust freely again, and that every other clan was a sworn enemy. True to his word, he never opened up to another soul. He rapidly expanded his own power, to the point where releasing it in full was dangerous even to himself. It didn't matter, it was better than being taken advantage of again. Some have started to say that his power may allow him to actually take the throne of Erin's once he has finally passed on . . . if only he would start to talk earnestly again.


Personality: To members of the Trevastos clan, Valk is a quiet individual, focusing so much on improving himself he doesn't usually socialize. When talked to, he speaks no more than necessary, often ending such conversations after a few exchanges. To other clans, he is outright virulent. In his mind, they are nothing more than scavengers, taking power in whatever ways they can regardless of ethicality. He is not afraid to express his opinions either, receiving outright hatred from others in response to his outright hatred of them. The problem with this . . . is that Valk has a bite to match his bark. He has sent members from other clans to the sick bed on more than one occasion, sometimes with injuries so severe they take years to heal. Valk has not trusted anyone for half of his life, and it shows.


Likes: Training, meditating to improve his mana circuit, sitting in a quiet place of nature (without people)


Dislikes: Anyone who is not a part of the Trevastos clan, spicy food


Theme song: "My Name"-Shinedown


Extra: Valk has a quirk that several know about, but not himself. Whenever he is agitated (which is quite often) Aether will often begin to spark from his hair, creating the impression that he has a small lightning storm coming from his head 
Name: Cross Silencium


Age: 20


Gender: Male


Appearance:





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Clan: Maveret


Affinity: Cold


Aether: Cross' Aether appears as a white mist, with hints of emerald shards floating throughout. It is a very condensed cloud, hanging no more than a few inches from his skin


Arte Focus: Mystic Artes


Basic Abilities: Cross lets winter's chill grip his blade in combat, lowering the temperature around him to freezing or below. Besides this, he relies on flow Artes and his skill with a blade. As an opponent is struck repeatedly, the cold dulls their reactions and freezes their joints. So even if one avoids a fatal blow the first time . . . and the second time . . . they will eventually be cut down. When needed, he lowers the temperature even further, causing even standing near him to cause frostbite and chills. But his primary skill is that of swordplay, along with effectively using ht armor that he wears.


Artes:


-Gilgamesh (Mystic): Cross coats his blade in Aether and then freezes it solid, becoming a zanbato of mana-infused ice with his blade at the core. This massive ice blade is less useful for cutting through opponents, and is more of a giant club


-White mail (Mystic): Cross condenses Aether around his entire body, mere centimeters from his skin. This aura is condensed to the point where most mundane blows are thrown aside. Any Artes must have the strength to break through the Aether, and when they do their effect is weakened. Some attackers have called this technique an "unfair defense", but it has a significant weakness. While the mail is active, Cross cannot channel mana for any other purposes, meaning that he must rely only on his swordplay without any additional Artes to help. Therefore, he rarely uses this technique. This technique also takes some time to activate, he cannot simply summon it to block a single attack and dismiss it immediately afterward.


-Hand of winter(Mystic): When cross starts this technique, his blade appears to be collecting white mist around it. What is actually happening is that it is becoming so cold that the air around it is freezing directly into ice. Many have noted that there is a layer of frost once the technique is finished. This blade is thrust into the opponent (hopefully) where the blade that has had its temperature dropped far below freezing spreads its curse. Frost and chill travel via the target's bodily systems, and within seconds the body is frozen. Once the blade is pulled out, the opponent shatters. This requires more mana the larger the target, so thus far he has only been able to break off pieces of B-class fell ones, not the whole creature. It is his hope that someday this technique will allow him to kill an A class in one stroke. He has never used it on another mana riser to date. Not even upon other clans.


-White blade(Mystic): Cross grips his scabbard and wields it as a second sword. Aether gathers around the metal construct, creating a thin white blade to match his other saber.


-Pure mantle (Mystic): Designed primarily as a defensive technique, Cross can manipulate his cloak with mana. It can be hardened and brought up as a shield, or manipulated out of an enemy's grasp. He developed this technique as more and more people tried to take advantage of his choice of wardrobe in combat.


Weaknesses: Cross has trained himself with the sword since he could stand and hold one. This has gifted him with incredible combat potential with the weapon . . . but it also means he has neglected training for bare-handed combat. Without a blade in hand, Cross' combat potential drops drastically. In addition, his mana circuit is well-developed, but not as much as several others who have trained specifically to release more mana. Therefore, several of his more powerful Artes require time to gather the necessary mana.


Background: If someone were to ask Cross what was special about him in the clan of Maveret, he would reply nothing, and that he was merely doing his duty. Ask anyone else, and they will tell you he has a dedication unmatched by any other. Cross grew up hearing tales about the old knights and samurai who had founded the Maveret family. He would go out on adventures, but at one point it almost cost him his life. He fell into a river when he was only 5 years old, unable to swim or survive the current he likely would have died were it not for the head's daughter. She was four years his senior, and saved his life before scolding him on nearly killing himself. Since that day, Cross has trained himself to be like the loyal knights that existed so long ago. He has devoted his life to the protection of all innocents, and hopes to one day be able to serve the future Maveret head as a personal escort. The odd thing about Cross, is that his devotion does not render him hostile to other clans. His primary enemy is not other mana risers, but rather the fell ones that plague the lands, and he is quick to see at least some small manner of ally in nearly everyone he meets.


Personality: Cross is courteous and polite to everyone he meets, Maveret or no. He seems almost impossible to anger, keeping a calm mask of discipline in the face of any insults thrown his way. He will respond to slander against his family's name with a challenge and honorable duel, but otherwise he is passive.


Likes: Helping others achieve their goals, meeting other "honorable folk"


Dislikes: Hot weather, ruffians


Theme song: "Emerald Sword"-Rhapsody of Fire


Extra: Cross is never seen in public without full armor and cloak. This is regardless of weather conditions or occasion, from a casual night to a ball room gathering. In fact, no one outside of his immediate family has seen him wear anything besides that armor.



 

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Name: Rudd Danesson


Age: 18


Gender: Male

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Clan: Vejta


Affinity: Unknown


Aether: Rudd's Aether has never actually externalized, but when it does, it will be in the form of a radiant blue light.


Arte Focus: None; closest resemblance is Flow


Basic Abilities: Rudd is a master of martial arts of all styles, and has a body chiseled not only from combat training with monks, but also from plowing the fields for his entire life. This, along with his experience defending his small village from fell ones, has already shaped him into one of the strongest of mortal men.


The oddity of Rudd’s abilities is that he does not consciously hone them. In fact, he has no ‘abilities’ at all. Rudd simply has such a massive mana soul, paired with such wide-open channels, than his body cannot contain his mana, and the latent energy leaks into every action he takes. Because of this, his martial prowess is enhanced in a manner very similar to flow artes, but the effects are constant and without conscious control.


Artes: None


Strengths: Rudd has studied and applied enough styles of martial arts that he can adapt to almost any situation. He is strong, fast, and flexible, and his underestimation of his own power has led him to constant vigilance—he never grows complacent, and he’s always focused on the enemy (or enemies) at hand. When fighting at a close range, his instincts, reflexes, focus and spontaneity make him nearly impossible to defeat.


Weaknesses: Rudd has no control over his mana, and it is from this deficiency that all of his weaknesses stem. Most obviously, with no sense of his mana, he cannot direct it, and so his powers are inconsistent at best. While he is almost constantly stronger than the average riser, he does not know how to actually make himself stronger than he already is. The other part of this weakness is that he can only utilize mana within his own body; he cannot transfer it to other objects, and he cannot externalize it, meaning that he has absolutely no method of fighting at range. He must close the distance if he wishes to engage with far-off opponents.


Personality: Rudd is a simple farm boy. He is kind and polite, he smiles a lot, and all of the dick swashbuckling between the families generally leaves him hopelessly confused. While he is frighteningly intelligent, he is simple, and his meager education can sometimes leave him appearing ignorant. While this can sometimes get on others’ nerves, they usually just smile and shake their heads at him, as his genuine good nature leaves them too disarmed to be angry with him. His usual label as the rookie and the greenhorn doesn’t bother him, and he actually considers it to be a realistic title; he is humble almost to the point of self-depreciation. While confident in his own potential, he is of the false opinion that he is inferior in power to the majority of his fellows. This never gets him down, however; he has no need to be stronger than his newfound brothers and sisters. His only real goal is to become strong enough to head back home and protect his first family, back on the farm.


Bio: Rudd grew up on a small farm on the edge of Maasmechelen, in Backwater Nowhere. As they were near the border of one of the family territories, his town was frequently threatened by low class fell ones. Living with this constant danger, Rudd was determined to become strong enough to protect his family and friends. To this end, he frequented the monastery neighboring his farm with every spare moment he had, training with the monks there in the ways of combat. He never learned a thing about mana, but he did learn the ins and outs of fighting styles for every situation—grappling, hand-to-hand, weapons, and any combination thereof. He filled in the gaps in his training while working the fields, and eventually had his own quirky discipline, combining elements of ju-jitsu, kung fu, karate, and some good, old-fashioned farmer’s bare-knuckle boxing. He used these skills to fight off anything that approached his village, and by the time he reached the age of eighteen, the villagers had praised his heroism just enough to attract some external attention. When a member of the Vejta family made his way to the little backwater community to deal with a C-level threat, he made a gamble—he hung back in cover and watched as Rudd, inevitably, rushed to be the first on the scene. Rudd had never seen such a fearsome fell one before, but the simple farm kid had never given a hoot about power levels or magic. All Rudd knew was this: his family, his friends, and his fellows were all counting on him, and the protector of Maasmechelen would never turn his back on them. It was with these thoughts that he steeled himself, and planted his feet firmly between the beast and the people it threatened. The Vejta warrior felt first curiosity, then shock, and then amazement as this simple farmer’s child, with no more than his unadorned fists and feet, took down a threat that should have been, by all means, insurmountable. He recognized that Rudd was already near full adulthood, but he took it upon himself to present himself to the remarkable young man and his family. Although Rudd was mostly only confused by what the man said about mana and artes, he understood two things: one, that this was the only way he would ever grow stronger, and two, that his energy was flowing freely enough from him that strong fell ones were starting to smell it. For the sake of his home, he had to leave. Rudd has now been a part of the Vejta clan for only a week, and while he feels smothered by the new world around him, he is determined to make the best of the opportunity he has received.


Likes: A hard day's work, playing the fiddle, small and relaxed social encounters, practicing forms, and good, old-fashioned home cooking.


Dislikes: Idle time, studying, brussel sprouts


Theme Song: Chase Around the Windmill, by The Chieftains


Extras: Rudd has received the moniker of “farm boy” by his fellow clan mates. Some say it condescendingly, and others lovingly. He has a fiddle that he likes to play in his free time, and while he has not yet had the time for most of his clan to realize it, it has caught the attention of some of the young ladies.


Also, unbeknownst to him, the Vejta leaders are looking into the source of Rudd’s incredible power. For a child of mundane parents to have a useable mana soul at all is unusual; for it to be so large is unheard of and, to many of the other families, blasphemy. Rudd’s humble origins will inevitably give him trouble in the future.

 

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Name: Ryrax Omeraan. Male, 27 years old.


Appearance: Tall and intimidating. Over six feet tall and extremely fit. He has a lean and finely-muscled body that is tanned and covered in scars. His face is handsome enough, clean shaven and relatively unmarred compared to the rest of his battle-scarred body. His left eye is a pale blue and his right is always covered by an eyepatch with a rune of suppression. His canines are slightly longer and sharper than a normal human's. His golden-blond hair is long, straight, and wild, hanging down to just above his shoulder blades. Ryrax barely wears much clothing; he never wears footwear and is shirtless most of the time. When training he usually has thick weighted bands that fasten around his ankles and wrists. They are leather sewn around 1-inch-thick metal bands that fasten like prison shackles. The only standard clothing he always wears are a pair of loose and lightweight black "pants" that are more like shorts now, having been worn to tatters at the knees, and a white t-shirt with ripped sleeves. He occasionally dons a black cloak, tattered like his pants, that covers from his shoulders to waist. He really only wears this when travelling.


Clan: Ryrax used to belong to the Omeraan clan until its mysterious destruction. Despite his status as the last known survivor he shows no interest in its restoration, nor does he seem to care that his entire family was apparently eradicated. He currently resides with the Vejta clan, with whom his standing is...unusual, at best.


Affinity: Ryrax has no true affinity; most of his more potent Artes are manifested as raw Aether. His Aether is blood red and unstable, surrounding his whole body almost like a liquid shell. It reacts more dramatically to its owner's emotions than any conscious input. An angry Ryrax is dangerous to even approach, but a sad Ryrax seems to chill the air around him and increase the humidity, as if rain was approaching.


Arte Focus: Ryrax focuses on Flow Artes, though he has a decent level of skill with the other two schools of mana usage. He claims Mystic Artes as his weakest area.


Basic Abilities: Ryrax carries a short sword which he wields with adept skill. Because he spends so much time training his body and mind, his fitness is phenomenal. In addition to his skill with the blade he is a pioneer in hand-to-hand combat, possessing a unique fighting style. He eschews all traditional schools of martial arts, saying that a fight cannot be won with a set of moves, but with flexible mind and body alike. His style has an almost feral wildness to it. Ryrax commonly channels his Aether through both his body and his blade, increasing its sharpness. He fires bolts of Aether from his hands and Aether slashes from his sword. Despite his style's wildness, he fights with measured movemnents, caution, and control.


Artes:


- Aether Fang (Flow/Burst): Ryrax channels a fair quantity of Aether into his sword, dramatically increasing its length. This effect is very short-lived but allows plenty of time for a slash or thrust. In addition to increasing the blade's length, this Arte also yet further improves the edge's power, making it quite capable of bypassing armor and even opposing weapons.


- Fortified Aura (Flow): Ryrax's Aether clings closely to his frame, creating a sort of armored shell. This dense coat of Aether, combined with his martial arts training, allows Ryrax to defend against attacks both physical and elemental, potentially with just his hands. While in this state he cannot channel through his sword.



- Lick One's Wounds (Flow): When given time to focus his mana Ryrax can rapidly heal his wounds. To do so requires him to be relatively still, so he cannot heal in the midst of an intense battle.



Weaknesses:


- Small Circuit: Ryrax's mana soul is large but his circuits are small. These small circuits prevent him from drawing on large amounts of mana rapidly, so stronger artes take longer to channel.


- Lone(ly) Wolf: Despite outward appearances, Ryrax is not a loner and social outcast because he wants to. Though the exact reasons why are unknown to all but Yuri Vejta and his adoptive mother, Mythia, he has never participated in a clan gathering. To his fellow risers, he appears to be a lazy, weak, cowardly man. Interestingly, the only accusations Ryrax has not been recorded rebuking are those of cowardice.



- Feline Foe: For reasons he refuses to explain, Ryrax is terrified of cats, his fear inversely proportional to how threatening they actually are.



Backstory: One day, a woman from the Vejta clan named Mythia found the battered and unconscious Ryrax in the ruins of the freshly-destroyed Omeraan estate. She took him to Yuri Vejta, the clan head, who studied Ryrax. Whatever they learned about Ryrax resulted in him being forbidden from fighting - a secret from all but some of the clan heads. They did not forbid him from training, however, and thus he has spent the last fourteen years honing his abilities in the event that the situation is dire enough that even he would be called upon to act.


Personality: Though he seems antisocial and cold, this is only due to his situation in the clan. Deep down he is capable of great empathy and caring, though he has difficulty expressing it. He is loyal and willing to die for those he cares about. Ryrax barely interacts with anyone other than Mythia, due to the years of scorn because of his apparent weakness. He doesn't really care about the clans and their petty feuds, and has grown angry and bitter - yet determined - beneath a mask of apathy. His secret desire is to one day become master of his curse and be able to protect those around him - even those that scorned him all these years.


Likes: Quiet; cool and cloudy weather; honing his body and mind; raw meat


Dislikes: cats (especially domestic varieties); being looked down on; his curse; someone named Tyron.


Theme Songs: "Prayer of the Refugee" - Rise Against; "World on Fire" - Les Friction


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Name: Krowley "Crow" LeCoule. 22 years old. Male.


Appearance:


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Basically as above. Usually dresses in black, white, and every shade in between. Some of his outfits are more eccentric than others, but he always dresses finely, as if going to a king's ball or a masquerade. He's never been seen without his sunglasses.



Clan: Naejor


Affinity: Smoke


Aether: Jet black and behaves like thick smoke. Often shrouds his entire body like a billowing cloak. He often has it form large black wings, hence his nickname.


Arte Focus: Mystic


Basic Abilities: Displaying his skill with making constructs, Krowley's signature is creating crows made of smoke. These are about 25% larger than a typical crow, and are the focus of all of Krowley's artes. They cannot be harmed by most physical attacks, being made of smoke and all, but are otherwise pretty fragile and are most susceptible to air-based artes. These crows can attack by lunging at their target with sharp beak and claws, or simply crashing into them, exploding in fire. Just as they ignore most physical attacks, physical armor is equally ineffective; a favorite method of Krowley's for defeating heavily-armored opponents is to send the crow in, letting the smoke permeate throughout the suit, and detonate. The power of a crow's explosion is reliant on how dense their smoke is, and which affects how long it takes Krowley to shape them. Assuming an equal amount of mana is used, a single crow is much more dangerous than a dozen.


Krowley has two types of crows: red and white. Their eye color denotes what type they are. Red crows are offensive, while white are used for defensive and utility artes. White crows take a little longer to shape than red crows because of their comparatively wide range of use. As for his Aether's "wings", they don't let him fly, per se. They let him perform high or long jumps. He can also use them to glide - or at least fall slowly, if the situation calls for it. Though he vastly prefers to let his crows do all the work, he has some skill with hand-to-hand and specifically with a tonfa, just in case he needs to get his hands dirty.


Artes:


- Monochrome Jaunt (Mystic/Burst): Krowley channels briefly and either he or a red crow swaps places with a white crow. This can only be done within a moderate distance and he has to be able to see all crows involved in the arte. The white crow dissipates if this arte succeeds. This is NOT teleportation, but rather simply rapid movement.


- Phantom Noir (Mystic): Krowley can create duplicates of himself of smoke. These look mostly like him, though a side-by-side comparison would reveal the true Krowley rather easily. The clones are light and a little wispy given their construction, and are created by the equivalent mana of three white crows. Like white crows, Krowley can use the artes that would involve them, but they don't immediately dissipate; he can use a clone three times before it fades completely.



- Twilight Phoenix (Mystic): Krowley's crows can catch fire. The trick is that both white and red crows are aflame, but only red ones are ACTUALLY on fire. The whites are incapable of directly causing harm and their flames are an illusion caused by the smoke. Unfortunately for the enemy, its hard to tell the difference between fire and fake when every crow is apparently hell-bent on kamikaze diving them in sync.



- Kaboom...Maybe (Burst): Krowley detonates a crow. The complexity of this arte comes from the fact that the two types of crows explode differently. Red crows blow up violently in fire and explosive force. White crows throw out a powerful and forceful gust of wind, throwing back anything or anyone in the vicinity. A phantom detonated would be gale force winds slamming into someone.



Weaknesses:


- Brain Over Brawn: Though he isn't totally useless in melee combat, he devotes the least amount of time to that school of combat, so in a straight fight practically any Flow Artes focusing mana riser can beat him easily.


- Heated: Krowley's crows cause harm via heat and fire, so risers that have countermeasures to that can potentially force him into melee combat.



- Limited Control: While his constructs are capable of simple movement, they cannot do more than move out of the way without Krowley directing them. He has to mentally issue commands, and while he does have a formidable intellect and the ability to keep a broad focus, the strain of controlling crows grows rapidly with each one added to the number.



- Definitely Out There: Krowley's personality is best described as " mad scientist meets philosopher". He loves to analyze everything, like the walls of a building, the artes and attack patterns of an opponent, or even the freckle pattern on a young woman's shoulders. He doesn't ever seem particularly interested in any person for any notable length of time. Worse, while he doesn't look down on people explicitly, he definitely seems to think himself superior based on his intellect, and when people don't understand what he's talking about (which is most of the time, because of his love of metaphorical explanation and description), he says it is likely because his mind is in a higher plane than those around him. Most people have a hard time dealing with him at best, and get a headache at just hearing his name at worst.



Backstory: Krowley was born into the Naejor clan, his parents neither noteworthy nor important in any way. Their child, however, showed incredible promise. Some say the young Krowley shaped his first crow before he could even walk or talk, but those claims have remained unproven. As it stands, his accomplishments in both practical application of mana manipulation and in the theoretical and philosophical study of it are nearly unrivaled, especially for what he's done at such a young age.


When Krowley first appeared in the public eye, at his first attendance and participation in the gathering of the clans, he proved a frustrating and unusual opponent for many of the other clans, especially the more straightforward-minded of them. At that gathering he remained undefeated, though that was in part to his lack of interest in fighting. Thus, he actually participated very little and won a handful of bouts. Though Krowley's lack of interest stemmed from his preference for thought and study, many members of the other clans - particularly those he'd defeated - saw it as blatant arrogance and condescension, as if Krowley didn't think it was worth his time to fight such weaklings. Since that gathering, Krowley hasn't really changed; he has always been a bit aloof, beyond the comprehension of many. He has rarely been seen having brief discussions with Varu Naejor, a fact that causes both confusion and envy in many.


Personality: Krowley, as stated above, is rather odd. As seen in his "Definitely Out There" weakness, he is analytical to the point of objectification, has a short attention span, and appears to feel superior to those around him even in he would never expressly say that. Interesting is the fact that he also intentionally puts on a facade of being creepy and dark, though in reality he just finds it a convenient way to keep people out of his hair while he works alone late into the night, theorizing and otherwise broadening his mind. While he is equally disinterested in members of his own clan and others, he actually dislikes the Trevastos clan on a general level. He sees them as very close-minded barbarians, unwilling to see the world beyond their bodies and how they use them to indiscriminately destroy whatever they please.


Likes: Night; campfires; ghost stories; crows; reading; fire; explosions; cool breezes; the satisfaction of outwitting someone or something.


Dislikes: Bright sunlight; the color orange; carrots; nosey people; ignorance; the Trevastos clan.


Theme Song: "Beyond the Deep Sea" - Yoshida Brothers


Extras: Despite his ability to easily create smoke bombs, Krowley hates doing it. He sees smoke bombs as the weakest and most cliché use of his power, and therefore is loathe to ever spend his mana on such an obvious and boring arte.

 

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Name: Geored (Pronounced like “Jeh-o-red”) Öthûrsen


Age: 22


Gender: Male


Appearance:

blood_mage_by_phobos90-d5llwhn.jpg
Clan: Vejta


Affinity: Blood


Aether: Geored’s Aether manifests as a deep red that seems to ‘flow’ along his veins on his body, even up onto his neck and face somewhat. It also fills in the scars from his self-mutilating, making each scar glow as the Aether touches it.


Art focus: Flow


Basic abilities: Geored focuses very heavily on not only what he can do with blood, but what the blood can do once it’s where he wants it. He is very proficient in creating objects or manifesting shapes with blood, though he also uses it to slow or trip foes, and even smother or drown them. This is due to the efficiency of his mana circuit, matching how fast his blood flows out of him quite well. Despite the gruesomeness, he is also an adept at healing, as his control of blood allows him to quickly clot his or others wounds, and even aid in figuring out illnesses from his extensive knowledge of the humanoid circulatory system.


Artes:


-Blade of Blood/Sanguine Armor (Flow): Geored cuts along his arm, and weaves the blood that flows out into either the shape of a weapon, usually a longsword or scythe, but with a jagged and spiky surface to rip and tear at anyone who gets hit and isn’t wearing heavier armor, or into small plates of blood, that coat his body like a shell of large scales, which help to absorb hits, but are only as hardy as the effort and amount of blood he puts into making them.


-Crimson Shards (Flow): Geored opens hole-shaped wounds on his arms and hands, and pulls blood from them to form shards which he can either keep on his arms and hands for later use, or take and propel towards a target. He can aim a few shards forward, or hunker down and shoot them in all directions haphazardly, more to give him space than to actually hit anything. The latter takes much longer than the premier, and also can fatigue him rapidly if he uses it multiple times over a short duration.


-Lash of the Sanguinist (Flow): Geored slashes an opening along his wrist and pulls blood out to form a long tendril of blood. He uses it to trip or even to attempt to ensnare targets that are fleeing from him, as well as to actually lash them with the spikes at the end. The length of the lash depends on how much blood Geored is willing to spill, making this an equally powerful and potentially deadly (for him) arte.


-Sanguine Tomb (Burst/Flow): Geored scores deep gashes along his arms, spouting blood and causing it to flow towards an enemy with great speed. He then weaves the blood around them and hardens it, trapping whoever gets caught in a ‘blood crystal’ of sorts, making them unable to move unless they break out, which is no easy feat. This technique takes a lot of blood from Geored, and as such, he rarely uses it unless by necessity.


-Blood for the Blood God (Flow): Geored gores himself from head to toe, in any possible place on his body that he can, and throws blood in every direction around him. As the blood travels through the air, it hardens, becoming sheets of razor sharp crystal-like blood. The blood sheets purpose is to lacerate as many things in as many places as he himself is cut, causing them to bleed like he is. Geored has never used this arte, but merely envisioned it as his last resort move, as using it will almost certainly kill him outright from blood loss.


Weaknesses:


-Like a Moth to Flame, Like a Leech to Blood: Geored is utterly obsessed with blood, to the point that his psyche isn’t ‘running on all cylinders’. The sight of a bleeding target, or even sometimes himself bleeding, often causes him to lose control and try to cause, well, more bleeding. After a time, his bloodlust will be satisfied, but that time depends heavily on the returning strength of his mental health, and the aid of others to stop him.


-Donors in Short Supply: All of the artes Geored uses require either his blood, or blood with little to no latent traces of mana in it, due to how mana interaction works. Thus, his combat abilities are almost entirely dependent on either using his own blood, which endangers himself, or using blood from dead things, which are very consistently not available.


Backstory: Geored was born into a family that had a very ‘eccentric’, and more importantly absent, father. As such, Geored and his brothers had to do chores to help their mother out. After almost a decade and a half of vanishing, their father suddenly returned, much to the chagrin of the boys. Their mother however was ecstatic to see her husband safe, ignoring her sons for days which soon turned into nearly a month. It was around this time that Geored began observing his father figure, trying to deduce why he had so suddenly returned after being absent for nearly 15 years. He found old tomes and books in his father’s study while he was away at the market, that spoke of commanding power from within, and even the very elements themselves, through vigorous training and unlocking of a ‘mana circuit’. He confronted his father in secret about this fact when he returned from his trip, to which it was revealed that his father was a mana riser who had left his duties to attempt living a normal life. His past haunted him though, and he had to move almost continuously to hide his shame. Geored asked his father to teach him how to use mana, which his father outright refused. Geored was furious that all this untapped power which flowed through his veins would be forever trapped, so he attacked his father. The fight was very one sided, as Geored only knew about fighting small animals rather than actual people, or Fell Ones like his father had. Broken and defeated, Geored fled his home, angry at himself and at his father.


It was far away from his home that he stumbled upon a cave, which to the weary young man sounded wonderful. He entered it only to find it was occupied by an elderly riser, who greeted him and invited him to dinner. During the small meal, the riser asked Geored what lead him out this far. Geored recounted his story, which the man listened to and offered a retort to near the end. He offered to aid Geored in the learning and use of his latent mana, which Geored hastily accepted. Months went by as the old riser taught Geored about how mana works and how to harness its power. Geored struggled with figuring out what element he could control, as none seemed to come under his order. In his anger, he struck a wall with his fist, causing blood to flow freely from it. When he went to nurse the wound, he noticed that the blood almost wanted to go back into his hand, as if he willed the wound to close. Seeing this, he willed his fist to bleed from the wound, which is did so happily, and more fluidly than before. He had finally found his element.


Years went by, and Geored became better and better at manipulating blood. It was during these years that he started to develop quirks and slowly lose some of his sanity. His injuries hardly stung anymore, and he was so used to blood that not being near or in it felt very alien. He decided that it was high time to move on and strike out in search of his own life as a riser. So he left the elderly riser, promising to return someday. He returned to his old home to find that his father had taken another wife and kicked his mother out of their old house. His brothers had left with her, outraged at the audacity of their father. Geored’s anger towards his father had years to grow into hatred and revenge, so he attacked his father while he and his new wife slept, catching them both by surprise. With little to no preparedness, he slaughtered both of them, mutilating their corpses until they were unrecognizable. He left, his mind ever more destroyed by committing a murder, to the degree of his own father and an innocent woman. He wandered aimlessly, desperate to find somewhere that he would ‘fit in’. He heard through his travels of a group of mana risers who would accept any into their fold, as they preached of diversity and uniqueness as strengths. It was at this time that Geored sought out and joined the family known as Vejta.


Personality: Geored is very nosy, almost to the point that he becomes a consistent nuisance. He is always trying to ‘solve one of life’s great mysteries’, which more often than not puts him deep in trouble. He obsesses with keeping anything blood related immaculate, to the point of a compulsive disorder. Within the Vejta Clan, he is regarded by most as a social outcast, simply due to his self-experimentation, but boasts a plethora of knowledge to most conventional, and even a few unconventional illnesses and diseases.


Likes: Self-mutilating, learning about Fell One ‘Blood Artes’, bottling blood and chilling it, drawing circles, and meat that is hardly cooked. (read as ‘rare’ meat)


Dislikes: Rubbing alcohol, people cleaning up large scale battles, being restrained, flowers, and running water.


Theme song: “Blood On My Name” - The Brothers Bright

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Extra: Knows an incredibly small amount about cold manipulation, only enough to cause brief chills on skin contact, and more importantly, to chill the blood he collects and bottles. He is also rumored to bathe almost explicitly in blood, though no one has confirmed this rumor as true...
 
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Name: Zerah Aatron


Age: 19


Gender: Female


Appearance:

1357925599_WaterMage_SRare_stage3.jpg

Clan: Aatron


Affinity: Water


Aether: Blue Liquid


Art focus: Mystic


Basic abilities:


Water Daggers-Forming water projectiles shaped like daggers.


Sword Proficiency-At a glance, it appears as though she is carrying an iron staff with paired blue gems on either end. With a click at the center, the staff separates and the metal surrounding two blades on either sides recedes into two blades with water designs carved into them


Atomic Manipulation-May change water’s form or temperature by forcing atoms to speed up or slow down and/or move closer together or spread apart.


Siphon-Takes water from the natural surroundings.


Water Wall-Using natural, siphoned, or carried water, creates an impassable wall of water.


Artes:


Water’s Blessing-Healing water seeps through the skin, weaving wounds back together and siphoning out disease. This arte takes a good deal of time, though she can use it on herself and others.


Aqua Prison-Forms a bubble of super dense water around a target. It takes a few moments of concentration to be able to create this.


Tsunami-Requires a lot of natural water in the area, such as a river or lake, along with clouds in the atmosphere in order to create a storm. This requires a great deal of time, probably where others are forced to protect her while she works.


Tidal Wave: Requires a lot of natural water in the area, such as a river or lake, in order to create a moving wall of water. This requires a few minutes concentration to be able to use.


Piercing Water: Forms a large projectile of water that moves at a speed that can split through stone and possibly armor. This requires a few moments of concentration to use.


Weaknesses:


Lightning-Any riser that can use lightning is going to be a major problem.


Lithe, but frail-Zerah is quick but her body itself can’t take too many hits.


Tsundere-It is quite understandable why this is a weakness.


Backstory: Zerah was different from the start from the rest of her clan. Her brothers and sisters enjoyed spectacular Burst Artes, such as fireballs that decimated large areas. Zerah, however, found tranquility in the nature of water. Like water, she tends to try to adapt to whatever situation she encounters as quickly as possible. She has had no experience with other clans before; the upcoming gathering will be the first time she sees people of another family.


Personality: Zerah, among her own clan, is the youngest daughter of the Aatron clan leader. She is always out to prove herself and try to rise in power above her siblings. She was different from the others since, instead of Burst Artes, she chose Mystic Artes. She treats others as her equals most of the time.


Among the other clans, she is highly distrustful of any person. Zerah only deals with others if she must. If any would dare lay a hand on her, she’d lash out without question. She will not easily allow people from other clans to come near her, talk to her, or have anything to do with her.


Likes: Chocolate is a great love of hers, along with music. She has a good singing voice but has two left feet when it comes to dancing. Zerah also enjoys when others treat her and those that she cares about with an air of equality.


Dislikes: Being forced to dance. Feeling inferior to someone else. Those that she loves being hurt or feeling hurt.


Theme song:


At peace: Siul a Run by Celtic Woman


At war: Invasion from Bleach
 
Name: Daisha Maveret


Age: 24


Gender: Female


Appearance:

6e29327a3fc0532f1c21384c1ada1830.jpg

Clan: Maveret


Affinity: Earth


Aether: Serrated pieces of green leaves surround her.


Art focus: Flow and Mystic


Basic abilities:


Reinforced Armor: Ability to channel mana from her skin into her armor to toughen it.


Armored Skin: Ability to channel mana into her skin so that it becomes as hard as steel.


Heavy Armor Proficiency: Ability to move comfortably in full plate armor.


Shield Proficiency: Ability to use just about any shield.


Sword Proficiency: The Blade of the Rose.


Artes:


Paladin’s Smite: Channels mana to massively strengthen herself for one gigantic blow. Takes a few moments of concentration. Does not have to be used with a weapon.


Strong as a Mountain: After focusing for at least a minute on evenly distributing her mana across her body, her skin takes on the appearance of rock and she becomes much harder to damage. This only lasts about thirty seconds in a fight.


Earth Fragmented Shield: Surrounds herself for 30 seconds in earth fragments from her surroundings that are sharp and can hurt those that come in contact with them. These shards never harm the user. A few seconds of concentration are required.


Spiked Sword: Creates spikes on her sword. Requires a bit of concentration.


Spiked Armor: Creates spikes on her armor. Requires a bit of concentration.


Weaknesses:


Absolutely No Ranged Abilities.


Weakness to Fire.


Heroic to the Point of Insanity.


Backstory: As a daughter in the main family, Daisha took the idea of family honor quite seriously. She wanted to be as strong as possible in order to allow her family name to shine. Though discouraged from pursuing the idea of becoming a paladin, Daisha took the discouragement as a challenge and trained incessantly. On one of her training days, she was a young boy fall into the river. Without hesitation, she dove in after him, in full armor, and rescued him from drowning. After scolding the young boy that she later found out was named Cross, she learned of his intentions to be like the knights of old. Perhaps she found the idea adorable or she thought it bold of the boy, but she gave him her steel rose necklace before parting with the words “Don’t make me have to save you again, you hear?”


Since that time, Daisha found herself time and time again going into dangerous situations just to save people. It never mattered to her what clan they were from; she just knew that if people need help she was going to give it. People from her own clan, as well as others, have been saved by her. Some scorn her paladin ways, but Daisha continues on without a care in the world about what others think of her way of life.


Personality: Daisha is pretty sober in battle and on any mission or quest that she is sent on. In her free time, she prefers to spend her time in nature, specifically in the forest, where she can be carefree and light of heart.


Likes: The forest, soothing music, heroism, being a paladin.


Dislikes: People looking down on others, being unable to save someone, feeling helpless.


Theme song:


Battle: [media]
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Peace: [media]



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Extra: Daisha actually loves pretty dresses and other such things but she hides it because she doesn’t want to be seen as a “weak, soft woman.”
 
Name: Jyterra


Gender: male


Age: 18


Appearance: 5'9"


medium length, shaggy hair, black at its roots, but fades to a snow white a few inches out


Narrow faced, with sharp features, his eyes hawklike and sky blue


Moderately muscled, though much less then his peers


Wears green primarily, with a forest green hooded cloak, and wears several bandoleers, containing many varied useful items


bears many small scars across his body, evidence of his ineptitude with combat


Clan: Trevastos


Affinity: Life


Aether: Subtle glow emanating from the skin


Art Focus: Mystic


Basic Abilities: Basic Hand to Hand combat


Reading


basic "chemistry" (creation of smokebombs, flash powder, matches, and other small things)


Artes:


-Arcane Construct - Imbues an item with mystical energies which could have many different properties


-Mana Imprint - expelling his mana in a controlled wave at a target performing some Arte,


he is able to produce a image on parchment depicting how the mana flows


Weaknesses: Is nothing more than a squishy human without his artifacts


has a miniscule mana pool


Backstory: Born to the house of Trevastos, he was a disappointment from the start. Sickly at birth, he seemed to grow slower than his


yearmates. Reaching the age to be trained in combat, his fellow trevastos children took to it like fish to water, while he struggled


every step of the way. Finally finishing "basic Training" while the rest were well into advanced combat arts, he was labeled a failure,


and all but ostracized when the size of his mana pool was revealed. Finding refuge in the family library, which was all but dust entombed,


he discovered his haven. While all children were taught to read, none displayed any pleasure in reading. No real mystery, considering


they were taught to read via combat manuals. Here though, he found a whole new world, books of history, biograpies, texts on the nature


of mana, and new ways to use it. Years pass by, and Jyterra has all but taken up residence in the library, when he discovers a moldy,


disintegrating text on the creation of artifacts. As an art, it was long abandoned, since it involved lengthy, tedious effort to create


even the most minute of positive effects, which were more easily reproduced by nearly anyone... except, perhaps, a young man with hardly


any thing call a mana pool in his soul. Disowned by his birth parents, for being such a disappointment as a trevastos, he is still


technically a member of House Trevastos because the head and elder see potential value in having a willing librarian, which they had


not had in decades.


Only recently started naming his artifacts, and even then, only ones of significant power


Personality: jaded, and a bit bitter


Likes: Oranges, Reading, Gardening


Dislikes: Bullying, Most families, and being called runt


Artifacts:


-Major: His Rapier (Is enchanted to run a low-voltage charge along its edge)

Armlet of the Snake's Agility - A Gold band, wrapping around the upper arm 3 times, made to look as a snake (enhances general speed to that of an average mana riser, who doesn't specialize in body arts)


Pendent of the Wolf's Strength - A Small Wolf head pendant, cast in steel, on thing silver chain (Enhances general strength to that of an average mana riser, who doesnt specialize in body arts)



-Minor:

A thin copper ring (ensures a solid grip on his sword, even while wet, or otherwise hard to keep hold of)


A Set of brass and glass spectacles (Allows for clear reading in even poor light)


A Spool of thread, worked through out his combat gear (Resists fire, just a bit)


A Tinder Box (enchanted to keep its contents dry and flammable)


An emerald cut Ruby, an inch across (Produces a constant red light, slightly greater than a torch, but no heat)



Combat:

Extensive technical knowledge of Swordplay, both against the Fell, and other mana risers, but not much actual experience


Is more likely to, in the event of a fight, treat it as a 1v1 duel. That being the only real combat he had been trained in.


Possesses a small pouch of Chemical composites, ready to use at moments notice; Smoke pellets, Vials of acid, Flash powder, even a vial or two of a poison made for fell ones, ready to be applied to his blade. Is not above using less than honorable methods to secure victory.


His Pendent of the Wolf's Strength is his most recent creation, and is still acclimating to the change. As a result, his swings and thrusts tend leave him over-reached and over-extended.
 
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Okay, joey, I NEED you to list out you're character's basic combat abilities and what artifacts he has before I can approve your character
 

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