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Fantasy Frozen Midnight ~ Character sheet page

OOC
Here

Zambi

Rotting in Paradise
This is (obviously) where you make your character. You can be creative with it, with your race choices and magic. I will say if anything seems a little too over powered. Here is the basic information that I need from you:

Name:
Appearance: (Written, picture or both)
Age:
Magic type: (If any)
Gear: (If any)
Combat advantages: (What your character is good at, weather it be using magic or physical abilities)
Combat disadvantages: (What your character is bad at. For every two things they're good at, there should be one bad thing)
Personality: (Optional)
Background: (Optional)
Height: (Optional)
Weight: (Optional)
Additional information: (Optional)


Give me a DM if you have any questions
 
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Bjorn "The Berserker"

Name: Bjorn
Age: Thirty two
Magic Type: Lightning manifestation
Height: Six foot four inches
Weight: 200 pounds, not accounting his clothes

Gear: Bjorn's clothing mostly consists of fur, woven and stitched together from wolf pelt almost from head to toe. Over the fabric, metal boots and shin-guards protect his lower half, whilst a sturdy iron chestplate protects his upper half. The male has a wolf head for a hood, along with a grey mask that lays across his face, hiding his identity. For his chosen weapons, Bjorn wields a large axe made from sharpened mammoth bones with a steel handle. Strapped to his waist are two smaller axes on either side, made for a different style of fighting.

Combat Advantages: Bjorn is both talented in his physical capabilities as well as his magical ones, making him an all rounder fighter. His style can fit both close and mid-ranged combat, lightning manifesting from his fingertips into his axes as he deals high damage to groups of enemies. Should he be disarmed during battle, or throw his weapon, Bjorn calls forth his element to make them return to him in a spinning flurry of power, cutting down all in their path.

Combat Disadvantages: Bjorn is a capable fighter, but his movement is slow due to his stature, so a lot of his attacks are easy enough to dodge for an enemy quicker than he is. He isn't called a berserker for no reason either, as when he's surrounded by the enemy he'll go into a blood-lust fueled state, his power on display for all to see as he enters a rage. Though he'd feel less pain through the adrenaline, this state could endanger nearby teammates should they get too close, as he can't discern one from the other.

Personality: Bjorn is a stoic figure, his feelings never really showing through his serious personality. He wants nothing more than to take down this never ending nightmare that has fallen apon his country and shows that in his eagerness to take on an assignment, always wanting to go out there and investigate, to see for himself why this has happened. Some would say that curioisity will eventually kill the cat, but Bjorn is unafraid of death, battle like second nature, staring down the face of any foe before him with a winning mind set.

Background: Bjorn was born in Grandiose, to a family of warriors with a talent for Lightning magic. Since the age of six years old he has been taught the basics of combat and how to use his magic by elder members of his family, before being sent out on a coming of age journey at the age of thirteen with nothing but a sword and shield on his back and some armor. Members of the family who go on this journey aren't allowed to return until they bring back the head of a powerful beast. Bjorn, three years later at the age of sixteen, returned to his home with the head of a frost mammoth strapped to a horse and cart. This was enough to satisfy the elders and declare him a true warrior of the family. Ever since then he has been honing his abilities, taking on different quests that involved monster hunting and working on his physical attributes. He has been to almost every inch of the country in the time he has been alive and has seen a lot of things.

It was when he turned twenty eight, when the darkness fell. He had just barely returned home in time for the cities lock down, hearing everyone around him gossip about the fact that it wasn't turning day any more, no matter how much they waited. Bjorn, being well known by the people at this time through his feats, was invited to the Extermination guild once it had formed to be a combatative guide for other members, just for the ones that didn't know the lands well enough. Sure enough, the male agreed, confident in his abilities to find his way through the darkness. This also allowed him to gather more information as he'd be on more missions involving the monsters of the night.​
 
Name: Stranger, Remnant of the Shadowpact1687931772802.png
Age: 224
Magic type: Shadow Sorcery and Bloodlight Arts
Gear: He wears very little armor, his main armament a sword, dagger, and a glowing red pendant
Combat advantages: As a Vampire, he is rather durable, and his senses at night are incredibly honed. In addition, his mastery of Shadow Sorcery and Bloodlight Arts enables him to cast powerful shadow-based magic and burn enemies away with crimson light, erecting wards and casting arcane spells to help the party navigate the world of darkness.

Combat disadvantages: He is a fairly poor melee combatant, only being able to defend himself in melee rather than strike back with any meaningful skill. He also requires at least one source of light near him, otherwise he risks losing himself to madness as his brethren did.

Personality: A serious, deliberate man, who finds himself rather adrift after the loss of much of his memories during Nightfall. He is extremely disciplined, a holdover from his previous life, strictly rationing his intake of blood. He approaches his work in an entirely practical and professional manner, seeking to end the endless night whatever it takes.

Background: Before Nightfall, there was once an order of Shadow Sorcerors, sworn to defend the world. They were known as the Shadowpact, and in their archives were the records of many demons and dark spirits that were sealed deep within their crypts. They wielded the magics of night and shadow into works of powerful magick, creating wonders for an age... And then, Night fell. The truth of it is this: Shadow cannot exist without light. The Shadowpact found that those shadow sorcerers amongst its ranks who spent too long in this strange night without light would go mad, eventually dying of some strange mystical ailment as blood bubbled from their eyes and lips. Few of their order now dare leave their fortified settlements, carefully hoarding sources of light to keep them going for just a bit longer...

Stranger was no exception. When Nightfall came, he was nearly driven mad, caught as he was. It was only his access to vampiric sorceries due to his nature as a vampire that he retained his sanity, using Bloodlight born of slaughtering monsters and burning his own essence to keep himself sane before he made it back to civilization, and even then, he lost much of his memory. He now seeks to join the adventurers entering the darkness to seek the return of Dawn...
 
The Elven Light Mage

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Name: Senna Elendir

Age: 104 (equivalent to twenty-four in human years)

Magic Type: Light magic (focusing on healing)

Height: Five foot two inches

Weight: Forty-eight kilograms


Gear
In terms of physical weapons, Senna has a bow called Lucille as well as an elven dagger that acts as more of a backup. Senna’s usual attire, on the other hand, consists of golden jewellery from elegant bracelets and necklaces to multiple earrings across her pointed elven ears. She likes to wear white cloaks with tighter-fitting clothes underneath and doesn’t usually wear her hair completely down, often wearing it loosely tied in various different styles complimented by golden accessories. She also has a small satchel containing some health potions that she recently purchased, though she hopes to soon learn how to make her own.

Combat Advantages
Being rather light, Senna is swift on her feet with great stamina as well as having good aim. Since Senna’s prowess is healing and archery, during combat she tends not to take the enemy head-on, but this is not to say she is useless at offence. As well as wielding the elven bow Lucille that was passed down as an Elendir family heirloom and named after the legendary marksman Lucille Elendir, Senna can also utilise some of her magical abilities to inflict some damage. Aside from summoning small penetrating balls of light magic and other spells she hasn't yet mastered, her main abilities include:

Radiant Embrace: Senna begins restoring health to a living ally, the runes on her skin faintly glowing as she does so. This ability is stronger when Senna makes skin contact with whoever she is healing and can work on all life forms including that of animals and plants, but during battles, Senna tends to heal allies from a distance so as to not get in the way of their combat.

Divine Karma: After an ally has been struck or injured, Senna is able to reflect fifty percent of the damage that was inflicted on the ally right back onto whoever the hostile aggressor was using a surge of light magic. This is especially effective against magical damage (particularly dark magic), but in itself doesn’t take away the damage that was already inflicted.

Helping Hand: As well as being able to infuse her own arrows with light magic to do extra damage to monsters and those with ill intentions, Senna can also imbue her allies' weapons or projectiles with radiant energy, turning them into potent sources of magical damage against enemies even if the ally is not a mage. This magic wears off after one strike but weapons can be enchanted prior to the fight. It does no extra damage to the undeserving and innocent.


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Combat Disadvantages
Senna is not that physically strong at all, largely preferring to avoid direct aggression when possible and fight at a distance in order to use her spells and bow. Despite having a small ‘emergency’ dagger strapped to her thigh, these factors mean Senna lacks close combat and melee skills, excelling in combat only when she has range on her enemies and being vulnerable when cornered or surrounded

Being a light mage, many of her old useful magic abilities that relied on harnessing the power of the sun such as utilising destructive sun rays and healing more than two allies at once can no longer be used due to the darkness, rendering her less powerful than she used to be. Another one of Senna’s disadvantages is her empathetic nature, often taking risks in order to save even just one more person and being susceptible to emotional manipulation due to the fact that she is optimistic about the amount of good in other individuals.

Lastly, since Senna is a healer who thrives when in a group of allies, she is also inherently slightly less useful when she’s on her own from a magical standpoint. Most of her abilities are centred around helping those around her rather than herself and even though using her abilities on herself and being independent while relying on archery is entirely possible, she is largely used to taking on a supportive role and focusing on making other people stronger.

Personality
Despite her slender frame and lack of physical strength, Senna’s spirit possesses an admirable strength and determination that many find hard to match. Headstrong and optimistic, Senna isn’t hesitant to stand up for whatever she believes is the moral thing to do in a situation, always being ready to take the side of the underdog.

Though she’s from a well-respected family and is prideful of that fact, Senna swallows any pride she has when it comes to her allies, willingly following orders from others regardless of their societal status and putting every ounce of her trust in whoever she is being led by.

She unsurprisingly tries her best to see the good in everyone, firmly believing that compassion and understanding can transform even the darkest of hearts. This unwavering faith in the inherent goodness of people, however, does not always act as a catalyst for positive change and can quickly become a weakness in the event that her faith in someone who doesn’t deserve it backfires, causing her to be taken advantage of. In this situation, her compassion for that person would cease to exist. She may dish out second chances, but never third ones.

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Background
Senna Elendir (pronounced elen-deer) was born into the esteemed Elendir family, an affluent and noble lineage known by most elves for their brave mages, warriors, scholars and all-around respected individuals. Being 104 years old, Senna is the youngest of the Elendirs, though she wasn’t always the only young Elendir. Not before the darkness fell, that is.

A sensitive subject among the family, her older half-brother Yosei who was half-human and half-elf set out with a small group of brave warriors much like himself to fight some troublesome monsters right before the darkness fell four years ago. As time passed and hope dwindled, Yosei failed to return alongside the last of his team much like how daytime failed to return, leaving his fate a complete mystery. Amidst her family’s despair and mourning, Senna was the only Elendir that clung to the belief that Yosei could still be alive. Despite her parents reminding her how near-impossible survival would be outside of the city given the current circumstances, Senna's hope will remain undying until she finds out exactly what became of him.

She insisted that she joined the Extermination Guild that would be permitted outside of the city, fuelled by the hope that she might find evidence of her brother's survival along the way. Being a more knowledgeable healer than most and a competent archer, there was no real reason for her parents to decline her request. Elendirs are headstrong and persistent, after all - if they had declined, she would only have joined the Guild without their support. Senna still fully intends to do her duty as a Guild member and protect her allies from the danger that awaits, but finding Yosei will always be a goal of hers.​
 
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The Ruined Water Mage

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Name: Sebastian

Age: Twenty-seven

Magic Type: Water magic

Height: Six foot one


Gear
Sebastian’s main piece of gear is a large conjured sword called “Vessel” made of hardened ice. Apparel-wise, he wears a dark and long-sleeved cropped leather jacket, usually with nothing underneath, as well as black pants, black boots and black gloves.

Combat Advantages
Sebastian is a skilled water mage who also knows a thing or two about how to use a sword. Due to Vessel being of his own creation, he can carry the weapon around with one hand whereas others would usually need two to wield it, though in battle he alternates between using one hand and two hands depending on if he is casting magic at the same time. His abilities include:

BOUND SWORD: Sebastian’s main ability is Bound Sword which involves conjuring a large weapon made of the coldest and hardest of ices and is how his trusty sword “Vessel” came to be. He tends not to conjure any weapon other than Vessel.

SNOWPIERCER: As well as conjuring weapons out of hardened ice, Sebastian can also unsurprisingly turn other bodies of water into ice just as he can summon water of any temperature with the palms of his hands, often creating sharp shards of ice that can be launched in any given direction, threatening to pierce his foes.

TSUNDERE: Sebastian is able to use his icy water magic to stabilise allies who are badly injured. He cannot heal wounds like Senna can, but if someone is losing too much blood then Sebastian can temporarily freeze their wound with ice until they’re able to be healed or patched up properly. This freezing may be painful, but it can sometimes be the difference between life and death. Similarly, if someone has been burnt badly by a flame or a fire mage, Sebastian can effectively soothe their burns by freezing and numbing the area.


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Combat Disadvantages
Due to Vessel being a large sword, despite him being able to carry it with one hand Sebastian still lacks mobility when fighting as it takes longer to swing than the average smaller sword. Whilst Sebastian usually remains unbothered and unemotional, when eventually pushed over the edge by something, he doesn’t know how to hold his anger back, perhaps as a result of his dark past. Once he cracks, his pent-up emotions often cause destruction. When he gets upset past a certain point, the weather changes to miserable and rainy against his will - he is unable to control this storm, and it only stops when he is finally able to calm down. This dormant emotional issue can lead to him impulsively acting without thinking and landing himself in dangerous situations if he is not talked down or able to be held back.

Personality
Most people’s first impression of Sebastian is that he is cold and reserved - quite possibly even arrogant. While its true that he’s reserved and doesn’t usually like to trouble himself with other people’s affairs, Sebastian’s cold exterior is simply his way of not letting anyone get too close, and he is far too self-pitying to be arrogant. He makes a point not to consider anyone a close friend so that he won’t ever have to experience losing one. Though he generally sticks to himself for these reasons and appears unapproachable, deep down his intentions are still good, often catching himself secretly caring about others even if he tries not to and rarely ever shows it. As sad as it sounds, one of the main reasons Sebastian initially joined the Extermination Guild was because he no longer values his own life, though he eventually realised that fighting to save humanity felt surprisingly rewarding.


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Background
Sebastian only has vague memories of his real parents and where he came from, growing up in an adoptive family that recognised his magical talents and figured Sebastian could be useful to them. Their affection was unfortunately limited to how powerful of a mage he could become, treating him differently and withholding affection whenever he didn't perform to the best of his ability. Finding the conditional love crushing at a young age, Sebastian strived to become more and more powerful in order to gain their love, eventually turning to studying the ancient and strictly forbidden branch of water magic that is Bloodbending. Human blood is comprised of around 55% plasma, a substance that is almost entirely made up of water. A dangerous, difficult and taboo practice that links water magic to black magic, Bloodbending allows water mages to utilise the plasma in an enemy's blood. At the beginner level that Sebastian reached, if someone was holding a physical weapon, Sebastian was able to “bend” the blood in their hand alone, causing the hand to briefly lose strength and drop it.

This dark kind of water magic, however, comes with many consequences and is associated with demonic evil due to its manipulative nature. Delving into the forbidden art has a corrupting influence on the user's soul regardless of their intentions, filling them with more darkness the longer they practice it in a controlling manner. Sebastian's skin turned deathly pale just as his once brown hair lost its colour. The whites of his eyes now darker with icy-blue pupils, Sebastian was left looking like something of a monster - a reflection of what the magic was turning him into. Instead of receiving praise, his adoptive parents grew scared of him and as they feared he would lose control and use it against them, he was not only kicked to the curb by his family once again but expelled from the magic academy he was attending.

After this, Sebastian was alone yet again, and a destructive storm flooded nearby lands - a literal reflection of his troubled heart. He caught a glimpse of his own reflection in the water and realised that everyone else had been right - he was, slowly but surely, turning into a monster. From that day on, he vowed never to use manipulative Bloodbending ever again, only relying on pure water magic so as to remain human. Even if he narrowly avoided becoming someone he wasn't, his cold appearance remained the same, forever being cursed to be judged and feared for the way he looks by everyone he meets. With a fear of abandonment and no chance of leaving a good impression, he had to resort to becoming stoic and uncaring. When the darkness fell, Sebastian was one of the first to sign up for the Extermination Guild, with nothing left to lose and no one to mourn him if he died.​
 
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Name: Atalanta
Appearance:
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Age: 137

Personality: Hardened against the horrors of evil but has not lost touch with her humanity. As the powers of her weapon can make it dangerous for allies to be near her, she has largely fought alone and is no longer used to being a part of a team or even being around people she could call friend. This has led her to becoming quiet and withdrawn, but Atalanta would gladly take the chance to be with people she could trust again. She is fond of animals and her hobbies include juggling and coin collecting.

Background: Atalanta's family has long been in possession of a spear said to be of divine origin, called the Blaze of Hope, but it was twisted by a curse when it was used to slay a powerful monster. Despite its corrupted state it is still possible to safely use the weapon for its original purpose, however its new form and abilities drew suspicion and distrust from many and the family was forced to flee to the edges of human civilization before long. She is the last remaining member of her family and the current wielder of the Blaze of Hope. Atalanta has spent decades dealing with threats and investigating ruins on the fringes of human territory, careful to never stay in one area for too long to avoid drawing attention to herself. However this recent state of un-ending night has prompted her to undertake the trip to Grandiose. Knowing that she would be unlikely to solve this situation on her own, the wielder of the Blaze of Hope plans to find others she can work with to try to find out what has happened, even if it means placing herself in the sights of those who don't take kindly to a 'cursed abomination' like herself.

Gear
Blaze of Hope - Cursed spear that releases waves of fire with each swing that is bound to Atalanta until her death. Capable of absorbing negative powers that it comes in contact with, including curses, evil corruption, and negative emotions strong enough to affect the world. This absorbed power augments her physical abilities and can be used to enhance her attacks.

Armor: Atalanta wears lightweight armor in order to be able to move swiftly on the battlefield without totally forgoing protection.

Magic type: Fire and Curse via the Blaze of Hope. List of exact abilities listed below.

Curse Enhanced Body: The power from the curses and other vile energies contained within the Blaze of Hope empowers Atalanta’s body and sustains her life beyond mortal limits, granting her increased physical abilities well beyond what any normal human would normally be expected to have. In addition she has good resistance against curses and can recover more quickly than normal from injuries.

Fiery Strikes: The default state of the Blaze of Hope. Each and every blow is imbued with supernatural fire while in this state, causing all attacks to deal fire damage. In addition she gains high resistance to fire damage, allowing her to walk through natural fire without injury for short durations. Fire can be freely released from the Blaze of Hope to light things on fire. Naturally enemies with fire resistance have little to fear from her attacks while she is in this state.
Finisher “Volcano’s Core”: Manifestation of the ancient curse that caused a volcano to erupt and destroy a town. Upon impaling the ground with the spear, lava erupts from the opening and coats the immediate area with a thin layer while a barrier of intense fire and heat encloses the area, replicating the harsh environment found inside the heart of a volcano. Those trapped inside suffer continuous fire damage (including allies), though those with sufficient fire resistance, shielding abilities, and/or swift enough movement abilities can cross the barrier and escape. While the ability is active, Atalanta is virtually immune to fire damage and every attack releases waves of fire and lava, granting them AoE properties. Lasts for 30 seconds and can only be used once a day.​

Cursed Flames: Releasing the dark power sealed within the spear results in a moderate increase in power and alters the damage type of attacks to be that of curses. In addition, while the fire resistance is lost her curse resistance is increased. However she may have difficulty harming those who are resistant to curses in this state. Prolonged use can saturate the area with cursed energy, possibly bringing harm to innocents if Atalanta doesn’t absorb it again before leaving.
Finisher “Monarch’s Demise”: Manifestation of the curse that consumed an ancient monarch. Atalanta takes on the form of a shadowy wraith, gaining resistance to physical attacks and increased speed. In addition the ghostly nature of her attacks bypass most physical protections and leave a lingering curse that deals damage over time for the next few minutes. Can be used for a few minutes a day, divided up however she wishes.​

Blazing Fury: The Blaze of Hope can absorb evil or dark energies in an area or that were left behind by an attack nearby. Over time this will increase the power of the spear, and thus Atalanta’s power as well. In addition, when absorbing such energies while in combat, a portion of it can be stockpiled and then unleashed in a short lived eruption of power. This vastly increases her combat power and adds the ability to bypass most curse resistances while also allowing for use of additional abilities. Only lasts for about 2-3 'rounds'.
Finisher “Cursed Hope”: Manifestation of the curse of the Blaze of Hope itself. For a brief moment the divine nature of the spear makes itself known again, twisted and corrupted as it may be. Atalanta is able to use this power to deliver a single, incredibly powerful attack against a target that deals Evil damage. Can only be used once during each Blazing Fury use and it immediately ends Blazing Fury.​

Curse Absorption: Atalanta can use Blaze of Hope to absorb most curses from an area as well as living things. However, to drain it from a person or other entity requires stabbing them somewhere with the spear and leaving it in place for the duration. She can freely adjust the speed of the absorption, but the faster she goes the more painful it is for the one she is trying to help. Curses closely entwined with the soul of the victim can’t be removed without killing them, often prompting her to try to find someone else to help the person if at all possible.

Return to Me: The Blaze of Hope does not tolerate being away from Atalanta. When thrown or otherwise separated from her, it will after a short duration fly back to her hands if it isn’t summoned back beforehand. If there are obstacles in the way it will release increasingly high amounts of fire and/or curse energy to melt through and return to her. If it is somehow kept from her, she remains aware of its location but is unable to replenish the curse energy empowering her body which could lead to her death.

Healing: Due to the curse, Atalanta can not be healed by holy abilities or by anything else that has a divine source. Other healing powers and tools work as normal and resting in a cursed area is actually good for her health, enhancing the healing her curse-empowered body enjoys, and she recovers quickly from any curses that do manage to affect her. However the opposite is also true, anything that would weaken the curse empowering her will harm and/or weaken her.

Evil/Curse Detection: Atalanta is granted the ability to sense when there are curses nearby and sometimes evil beings as well. This detection is often not precise enough to be useful in battle.

Magma Spike: Atalanta throws the Blaze of Hope, the weapon becoming covered in fire and exploding upon impact. Can be held in a throwing stance for up to 10 seconds to increase range, speed, and power. At maximum power it has a range of half a mile and releases a fiery explosion upon impact. Turns into Cursed Spike when using Cursed Flames or Blazing Fury, unlocking increased flight speed for the weapon.

Inferno: A series of whirling strikes engulfs the area in front of Atalanta in intense fire, dealing damage to anything a short distance in front of her. Turns into Cursed Inferno when using Cursed Flames or Blazing Fury for increased damage.

Ember Rain: Atalanta throws the Blaze of Hope into the air where it releases dozens of fiery projectiles that fall down in the area around her to cause AoE damage. Turns into Rain of Death when in Cursed Flames or Blazing Fury, gaining increased area of effect.

Curse of Fraility (Only usable in Blazing Fury): Curse energy is released from the Blaze of Hope in large quantities, eating away at the physical and supernatural strength of those she's fighting against. The debuff can range from mild to moderate depending on each individual's resistance to curses. The area is contaminated by this move, which means that Atalanta will be forced to linger afterwards to re-absorb it if she doesn't want to risk innocents being affected by it.

Drawn to Curses (Only usable in Blazing Fury): This mobility oriented power allows Atalanta to quickly close the distance to cursed or evil targets, but does not work if the enemy lacks any type of ‘dark’ abilities or alignment. Can be used to close within striking range of flying targets, but does not help with dealing with the landing.

Life Drain (Only usable in Blazing Fury): For a small duration of time, the Blaze of Hope drains life energy from anyone it hits and feeds it into Atalanta in order to heal her, but in exchange it releases less Curse energy, reducing its damage for the duration of this power.

Combat advantages
Flexible Warrior: Atalanta is able to freely swap between Fire and Curse damage, giving her the ability to engage a wide variety of enemies.

Protection of the Curse: The curse of the Blazing Hope protects her against other curses and similar energies, allowing her to safely explore areas and deal with situations that would be lethal to normal people.

Holy Bane: Should an entity wielding holy power decide to turn from their path and engage in evil acts, Atalanta’s curse attacks are highly effective against them.

Iron Will: Decades of fighting against evil has exposed her to all matter of horrors, but despite that she keeps fighting, her determination unbroken.

Combat disadvantages
Curse Reliant: The spear’s curse is the source of her power, effects that suppress curses will weaken or harm her, potentially drastically if the effect is strong enough. Being separated from the spear will have the same effect. It is unknown what would happen should the spear is destroyed, but wielders of the spear often believe they would simply die without the spear's power sustaining their bodies.

No Physical Attacks: Atalanta is unable to do attacks without the Fire or Cursed energy, making it difficult to fight enemies that are resistant or immune to those forms of damage.

Holy Weakness: While in Cursed Flames and Blazing Fury modes she suffers additional damage if hit by holy attacks. In addition healing from a holy or light based source does not work on her.

Unwanted Attention: Due to the spear's curse sustaining Atalanta's body past the human lifespan, those able to sense curses via supernatural means could easily mistake her as being a cursed creature. This could place her in situations where she's attacked by those who would otherwise be her allies.

Other Skills
Curse Scholar: Decades of dealing with curses has taught Atalanta plenty about them. However, despite her knowledge she remains unable to break them without using the Blaze of Hope.

Survival Skills: Largely living alone and off the land means that Atalanta is used to making simple shelters and preparing food from what she can find in the area.

Armor Repair: Is experienced with doing simple repairs and maintenance on her armor.
 
5DA262FA-3DBB-4DA0-B9BE-A6E0458D72F3.pngName: Zen

Appearance: What does Zen look like? Great question! All anyone knows is that their eyes(?) glow blue and they have a habit of wearing overly baggy clothing. Hoods are mandatory no matter the getup, though. The only thing that can be seen under their hood are their glowing eyes, the rest is just darkness. Another odd feature is that they seem to be perpetually floating, though hardly an inch off of the ground.

Age: ???

Height: 5'7

Magic type: Wind (And Tele-powers)

Teleportation- Pretty self explanatory. Zen can pop in and out of existence, reappearing wherever they want (within reason). Their current range is only about 60 feet, and they can only use the ability so many times in a day, but dang is it useful!
Telepathic Communication- This is how Zen communicates with others. Zen either can't speak or refuses to, so they communicate through telepathy.
Pretty Windy- Zen holds the ability to control the wind. They usually use it on a much smaller scale, to either inconvenience their allies as a joke or to weaponize everyday items like cards. While technically they could summon enough power to blow people away entirely, they aren't exactly experienced enough to do it on a regular basis.



Gear:
Deck of Cards- Zen's weapon of choice! Their cards can slice through almost anything. Plus, they make for a lovely distraction if things get too boring.

Cloak with so many Pockets- Not gear so much as an outfit choice they never leave home without. You never know when you might need an extra pouch!

Fire Crackers- Again, you never know when you might need them.

Journal- A leather bound journal outlining everything that Zen knows about a topic (currently, monsters). They have a smaller notepad as well so they can quickly take notes, but the journal itself holds their more official collection of knowledge.

Combat advantages:
Being able to literally disappear and reappear wherever you want is definitely useful in battle. Paired with their already incredible speed, trying to hit Zen is like trying to hit an ADHD gnat. It's possible, but damn is it frustrating. The Telepathy also makes for a fantastic means of communicating silently. Zen isn't a heavy hitter, but they're a quick and sneaky addition to the team. They are also incredible at distractions.

Combat disadvantages:
As mentioned above, Zen isn't exactly the party tank. Anything that requires actual strength tends to be difficult for them. And because they put so much into being quick and agile, they're actually pretty easy to injure once someone manages to land a hit.

Personality:
Spastic, Friendly, Odd, Curious: probably the four best ways to describe them. Zen is always on the move, always wanting to do something and see new things. They're like an annoying little sibling at times. They can get easily distracted, but once they have their focus really set on something, it's impossible to pull them away. Even in a fight, they're usually pretty lighthearted and goofy. Almost no one can remember the last time that Zen was properly serious about something. They're an absolute sucker for knowledge of any kind, and will seek answers relentlessly on all topics. Despite their high energy, it's honestly not uncommon to find Zen in a library or around monuments and artifacts.
One of their main obsessions at the moment involves the monsters that appeared. Good luck with that.

Background:
No one knows. Zen just showed up one day. They were helpful, friendly and honestly pretty useful in a fight, so not many were opposed to keeping them around.​
 
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Rize |23|4’11|


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Magic type : Lightning and electricity
Rize is essentially what you’d expect of the energizer bunny but with a ridiculous amount of electrical energy on steroids. She is able to not only control lightning during storms but is also able to create electricity from within her own body. This also allows her to move at lightning paced speeds; you’ll blink and she’ll be gone.


Gear:
A pair of daggers that are able to be charged with her electricity and a tall staff that is used to harness the power of naturally occurring lightning

Combat advantages:
Rize is an exceptionally skilled hand to hand and close combat fighter. She uses her immense speed to her advantage by overwhelming her opponent with a flurry of attacks before they can manage to create an attack of their own. When paired with a water elemental magic user, Rize can fight well with a partner as she is a quick thinker and is know to fight dirty when she needs to. When backed into a corner, Rize is someone you’d want by your side.

Combat disadvantages:
Although Rize is a scrappy fighter, she is incredibly reckless and will almost always dive into a fight without proper preparation if there is no one there to ground her (electricity pun). Because of her high intensity fighting style, Rize can only fight in relatively short to moderate bursts, needing some recovery time before she can fight again. If she pours too much of her energy into her speed, the impact of her magic may be hindered.

Personality:
Rize is an incredibly unhinged individual. Reckless and unpredictable, she is known around the guild as the ”rabid dog”. Rize is sharp-tongued and often teetering on the edge of mentally unstable; this, however, does not account for her intense loyalty. Once she has grown attached to someone, she will go to the extremes to protect them without any remorse. Rize maintains a playfully chaotic energy and is often seen laughing manically and itching for fights, many have questioned why she is part of the guild but soon understand that it is for the greater good. It’d be best to spend her energy on fighting monsters than unleashing havoc on the city. Although she can be rough around the edges, Rize can be sensitive when it comes to her personal relationships.

Background:
Rize has been commonly known around the area to be a trouble maker. Having nowhere to spend her energy, she had found herself picking fights and committing petty crimes for fun. After some time of creating what she referred to as “playful chaos”, Rize was caught by the city’s guardsman and spent some time in jail. Because she was so young with no one to guide her, the senior chief of the guardsman made the decision to enroll her as a member of the extermination guild. This would keep her out of trouble but also put her skills to good use.
 

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