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Fantasy Wonderverse CS

Kabboom

very explody
Roleplay Availability
Name:

Race:

Appearance: (picture optional)

Skills (cooking, fighting, drawing stickmen, etc.)

Equipment:

Weapons:

Alignment (Chaotic neutral, stuff like that):

Magic (optional):
4 Cantrips: Weaker spells / rituals of lesser effects that they've mastered and can cast at will
2 Spells: More significant spells that they can cast only a limited time a day. Clearly state the limit number.

Other/extra
 
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For the 'Races' section mentioned above, below are current playable races:
+Realworlder (Humans transported into the Wonderverse from the real-world, thus possessing some real-world knowledge and experience)

+Human


+Elf (variants: High, Low, Dark Elf) (possesses Darkvision)
-High Elf: While in general resembling taller humans with long, pointy ears, High Elves are often lacking in terms of physical prowess. However, they make up for that with otherworldly, haunting beauty and grace, which are rivalled only by the knowledge and intelligence culminated through their long life.

-Low Elf: Closer to human than their aforementioned cousins physically and mentally, though they still live quite a while longer than humans do, Low Elves are considered familiar by humans but crude and violent, if not outright barbaric by High Elves. Physically, they are different from the High Elves by their shorter physique and ears, though still slightly pointed.

-Dark Elf: Frowned upon by both of their cousins, and most of the other races are the Dark Elves. Pale skin, monochromatic dark eyes, visible veins and sharp beast-like teeth are common physical description of the race. Few view them much more than marauders, bandits and thieves that harass people at night, and they have few lands and settlements to their name, mostly inhabiting caverns, sewers and the underground in small communities. Though some larger cities are believed to exist. Due to their nature, Dark Elves possess significantly superior Darkvision comparing to most, while sunlight gives them a hard time perceiving things. (Superior Darkvision - Handicapped vision/accuracy when under sunlight.)


+Beastfolk (Humanoids with some animal features - pick an animal of your choosing) (depending on the animal picked, may or may not possess Darkvision)
Hybrids from wild times, these creatures combine the features of man and beast. The range of appearances a Beastfolk might have is so infinitely vast, so incomprehensibly wide, that the only aspect that truly defines them are their animal features. These could be the ears of a cat or a leopard on a human, or a scorpion's tail sprouting from the base of a woman's spine, or the array of porcupine quills growing on the back of a worker. It might also exhibit through their diet or their behaviour. Because of their... differences compared to humans, Beastfolks face a lot of discrimination among human societies.

+Oni Large, muscular humanoids that wield significant physical strength. They make perfect labourers, or frontline fighters.

+Sylvari (possesses Darkvision) Frail, small humanoids of nature. These beings' nature allow them to innately cast some nature-oriented magic, like making a flower blossom, the ability to control/mimic some elements of nature to a small degree, and limited healing.


You may also contribute your own race(s), should you wish, but do discuss with me and Kaboom beforehand.
 
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"You shouldn't judge a person based on thier looks, it could get you seriously hurt."
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Name:
Clara Bray

Age:
14

Race:
Human
Detail_masaki_2.png
Skills:
Fighting
Athletic
Acrobatic

Equipment:
None

Weapons:
PaladinHammer_zps8c986fde.png
Alignment:
Good Neutral

Personality:
Clara is very excitable, energetic, passionate and sometimes clumsy. She harbors a lot of pride and love for her family name, and repeatedly proclaims she's the best at everything even though she's not. Though the one thing she can brag about is her fighting skills. She's stronger then she looks and she's one hell of a fighter. Her pride for her family at times can come off as being conceited. She's not always the smartest but her pure spirit makes up for it. She also has a large appetite and loves to eat chocolate. She can be childish and easily angered, and loves to go out when it's nice and sunny. Despite her tomboyish nature, Clara is actually very girly and self-conscious. She has a large collection of stuffed animals and loves to shop, although she tends to squander her money and usually doesn't have any when she really needs it. Deep down she can be sensitive, and she hates arguing with friends or seeing someone in pain above all else. Clara also has a great sense of justice, but it is hidden inside of her and only comes out when someone is in danger. She hates that innocent people get hurt for things they had nothing to do with.

Extra:
Clara comes from a very old and wealthy family full warriors, knights and legendary heroes.​
 

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Wonderverse Dossier #120915

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"Wickedness spawns from innocence. Such is the fate of mankin- H-hey! What are you doing here!? I am trying to be epic!"
- The White Mage


Name: Jun the Magnificent White Mage

Race: Human (Realworlder)

Appearance:
Jun stands at around 5' 9" (175 cm), and shies from her taller peers when it comes to height. She is often seen donning her Loremaster Robe, and has a habit of slouching forward - making her seems somewhat shorter than she actually is. Jun possesses platinum-blonde hair and a pair of clear blue eyes that complements her pale white skin. Her petite figure is genuinely charming to most when met (but let's be honest here, she's flat as he- ow ow!). While the girl appears to be in her late teenage years, her indifferent visage makes her seems like a wise lady upon first glance.

What? No. We are not writing the rest of your appearance description. It's too long! No one is going to read it! Ow! Ow!

Skills:
- Writing (mainly for scroll-crafting)
- Doodling
- Reading (able to decipher most of the Wonderverse's text)
- Puzzle-solving (not much of an outdoor person)
- Tailoring / Knitting (think of it as crafting "robes" and "light armor")
- Brewing (potions and drinks - try out her tea at your own risk)
- Gardening

Equipment:
- Loremaster Robe (It's just an over-sized white jacket, but the Wonderverse inhabitants would digress.)
- The Shadow Gauntlet (Just an ordinary dark pair of gloves, but the White Mage insisted we name it as thus.)
- "Rush 24" Backpack, packed with magical ingredients and mostly blank/rune scrolls (Seriously, White Mage, do you have to name everything you own? Alright! Alright! We'll put it on there, but it's still classified as a backpack!)
- Rations / Water Canteen
- Gathering equipment (trowel, scissors, knife, fibers, pruning tools, etc.)

Weapons:
N/A (primary magic user)

Alignment:
Neutral Evil
(Still bitter about the people calling her as "the White Mage" instead of "the Magnificent")

Magic:

Cantrips (x4)
[School of Kindling: Red Lead] - Novice fire bolts and close-quarter strikes.

[School of Enchantment: Stanag] - Imbues any weapons or equipment on hand with extensive durability. Reinforces armor-piercing capabilities and defenses.

[School of Manipulation: Magpul] - Conjures a temporary, magical weapon in place of real, solid weapon. This ranges from ranged to melee wielded-conjurations. (The White Mage can't bear the weight of a sword, it seems)

[School of Rejuvenation: MRE / Emoree] - Creates small energy orbs that can be consumed upon physical contact. These energy orbs rejuvenates the consumer's body, slowly healing them over time, while aiding their magical regeneration by a small portion. These orbs are essentially floating, magical health potions.


Spells (x2)
[School of Enchantment: Draft Letter] - Alteration of magical scrolls. Able to enhance or reduce the effect of a spell on a scroll. Related to the Loremaster branch's practice of scroll-crafting, this unique spell enables Jun to disassemble a scroll into its basic elements and merge it in however way she sees fit. She is able to craft up to five scrolls. The higher the quality of the scroll, the less she is able to produce - two Greater scroll at most with her current magical skills.

[School of Manipulation: Lil' Abrams] - Able to summon a familiar of her own choosing to aid her in combat. Usually in the form of a fully-armored paladin - limited to six hour per summon and renders her vulnerable during the spell's casting period. Summoned time on the field may be extended to half a day, at the cost of sealing one cantrip skill. Abrams' summoning components include: an imbued rune (any material can substitute), and an arcane ritual. The paladin's durability is dependent on his rune catalyst, as well as the arcane ritual's utilities of enchantment scrolls and incantations.

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Other/Extra:
- Jun is an eccentric and carefree personnel of interest. She is primarily concerned of how she reflects herself in front of others. (Has a superiority-complex)
- Jun always wears her white Realworlder jacket, that distinguishes her from the crowd - earning her the nickname "the White Mage".
- For some particular reason, she enjoys potatoes. The mage herself told us to put it on her resume. We don't know why, maybe its important.

 
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Name: Mira Vornhuus

Race: Dark Elf

Appearance:
Short, well-kept hair, pointed ears and characteristic dark eyes, Mira stands at around 154cm - small, nimble and dextrous, like the rest of her kind. Patches of leather and hide cover her elven form as a form of protection for her small Dark elven form, while a short, black, weathered hooded cape provides decent concealment for her body. Outside, in front of public eyes, Mira is often seen with her white wooden, doll-like half face mask with nets concealing her dark eyes, but does not significantly hinder her vision.
5PCS-Sexy-Fox-Masks-White-Hand-painted-Masks-Half-Face-Mask-Halloween-DIY-Hip-Hop-Mask.jpg
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To give some visuals - Mira's mask is something like this, but with intricate textures of eyelids and a few other facial features and black nets over the eyes. It seems very well-made.

Skills:
-Acrobatic: Dark Elves are nimble, and dextrous.
-Tinkerer: Mira is quick to figure out various mechanisms, allowing her to break down, put together or fabricate simple designs, or studying and disarming traps/alarms.
-Linguist: Aside from her Elvish tongue, Mira, through her travels, have mastered a few languages across the Wonderverse, mainly those spoken by humans in various regions, but also more exotic ones, such as Goblin and Orcish. Additionally, she can recognise a few others, and given time, decipher them.
-Historian: Dark Elves dwell underground, among crumbling ruins and lost settlements. Mira had familiarised herself with the lore and history of some regions on her travel.
-Arcana: Mira has proficiencies with the arcane, and expresses a particular interest in it.
-Cooking: Mira is a decent cook. One of her favourite components is shrimp. Expect most of her creations to be shrimp-based.

Equipment:
-A set of slightly weathered leather armour. The smooth black leather is extremely quiet, a good thing for those who hide in the shadow like her. The leather itself is thick, offering a decent level of protection. It comes with a pair of leather gloves.
-A short, hooded dark cape that stops at her waist & Mira's wooden mask.
-Backpack containing her spell book, 2 blank rune scrolls, packed rations (5 days worth), a separate pouch of components, thieves' tools, various junks and trinkets, and 50ft of hempen rope.
-Waterskin (may contains rum instead of water).
-A purse containing 15 gold pieces, 10 silver pieces and 20 copper piece hidden somewhere beneath her leather armour.

Weapons:
A sharp, weathered scimitar.
Two daggers.
A slingshot & a pouch of well-rounded river stones / pebbles.
A bone ocarina used for spell casting.

Alignment:
Chaotic Good

Magic:
Cantrips (x4):
[Rite of Kindling: Faerie Wisps] - Creates up to 4 small wisps that hover in the air. Each emanates lantern-like green light in a 10-foot radius. They can also move into a creature/object, damaging and light up said creature/object. The wisps may be moved anywhere within 80ft of the caster, and will go out if they exceed that range. (Requires ash)

[School of Alteration: Pebble-shooter] - Touching one to six pebbles and imbue them with magical properties, allowing these stones, when shot or slung, to travel up to 120m/s at a maximum range of 60ft. The effects lasts for a day and fade when not used. (Requires pebbles/river stones)

[School of Illusory: Pan's Shadow Servant] - Creates a spectral, shadow servant at a point within 20ft of the caster. The servant may move anywhere within 120ft of the caster. The servant may perform various tasks like interacting with objects and picking up things, but it may not partake in combat. (Requires a handkerchief)

[School of Illusory: Mask of the Ugly] - Anyone who sees the caster will see them as the most beautiful person they've ever seen. A side effect is that the caster may appears differently in different people's perspective. The spell lasts for 4 hours or until midnight once casted.


Spells (x2):
[School of Alteration: I spy...] - Allows the caster to, upon close inspection, glean into the history and study properties of an object. If it is an enchanted object, the caster learns its purpose, the nature of its enchantment, how to use it, its requirements and limitations. The process is ritualistic in nature, with around 10 minutes to identify an object. Mira can cast this 5 times a day. (Requires a pair of glasses and a pearl)

[School of Abjuration: Counter-spell] - Saying the command word and some hand movements, the caster may target and dispel a released spell, causing its effects to backfire on the one who casted it, no matter what effects they are. Mira can cast this 2 times a day.

Other/extra:
-Mira is often nervous and jumpy. However, this behaviour is suppressed when her friends are in danger. Otherwise, alcohol also gives her courage.
-She is a kleptomaniac, and may steal things without even realising it, especially shiny things.
-She usually dislike other Dark Elves.
 
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Name: Figaro

Race: Beastfolk (cat)

Gender: Male

HP: 30

Appearance:
New Character .png

Skills:
- Survival skills: Figaro spent most of his life in the forest and know it inside out. Agile as squirrel, sneaky as fox and raised by dryads, Figaro can hide and feed himself easily in the woods
- Fighting: Learnt by copying adventurers, that made their way close to Spirit’s territory, Figaro lacks technique, but compensates for it with raw power

Equipment:
- Clothes
- Dried meat
- Water
- A pack of seeds, that magical blue flowers can sprout from (certainly not dangerous)

Weapons:
- Moonglaive: Made from the hardest wood Spirit could find, and crafted by a dwarf with old debts, Figaro’s glaive is a high quality, if a little insane, weapon
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Alignment: Chaotic Neutral

Magic:
Cantrips:

- School of Enchantment – Monkshood Blade: Figaro can take a moment to apply quickly weathering neurotoxin to the blade of weapon he touches
- Path of the Ancients – Foster Prince of Forest: Figaro can talk and understand plants and animals. If they have nothing better to do, they will listen to his commands. Flowers and poisonous plants are more likely to obey him.

Spells:
- School of Enchantment – Metabolic Boost: Figaro dramatically increases his physical strength and agility, way beyond human limits, for up to 10 minutes, up to twice a day. Using of this ability damages muscles and bones of Figaro, if prolonged.
- School of Manipulation -Spectral Copy: Figaro summons a temporal clone of himself, that can parry and attack together with him.

Other/extra:
Left in the middle of the forest as a cub, Figaro was adopted by a nature spirit, that raised him.
 
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Name: Jerek Mackayleylough (pronounced Joe)

Race: superiorest race of hominid, Realworlder

Appearance:
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He looks like an ass and dresses like a hole. That makes him a... holeass, yes. Lots of armor conceals this 175cm-looking ass guy.

Skills: fighting, getting punched in the face and not falling down right away, standing upright on land

Equipment: Armor, armor, armor, armor, armor, hair gel, biscuit bars, and armor. Seriously, a lot of armor. He's got at least 4 layers on. Don't ask him how he doesn't feel anything.

Weapons: Sword, mace, shield, shield, buckle (only two at a time, the rest of them he stores... somewhere.)

Alignment (Chaotic neutral, stuff like that): Chaotic stupid. In normal terms, True Neutral. Joe is not the brightest light in the basket.

Magic (optional):
nope

Other/extra: You might be able to tame him with three (3) cheese wheels.
 
Name: Cyeron Aelsinore


Race: High Elf

Appearance:
1548020043881.png


6'3 (because in Merica we use feet)
175 lbs
Lawful good

Skills :

Diplomatic

Persuasions

Bilingual

knowledge of many cultures and customs.

Good dance partner

Great with his hands (take that however you want ya little perv)

swords man


Equipment: He is a very wealthy man with the ability to acquire many things. On his person you can find plenty of coin( idk the currency) holy knights armor, custom made of course. three journals written in different tongues, and love letters.

Weapons:
sword (he has two)

Magic (optional):
4 Cantrips:
  • Pure swords/shield cast- a spell that encases a sword or shield in pure magic.
    • Good for defending or attacking against dark magic
  • Purify- A blinding light that burns the impure and those who practice “impure” magic.
    • Effects :undead, necromancers, demons, cursed werewolves (those with the curse or a cursed passed down not a natural born werewolf) soulless beings etc.
  • Illusional heal - this is a temporary heal that will "undo" any damage inflicted upon him during the heat of battle
    • effects of spell will wear off about twenty minutes after casting and all damage done before and during use will be restored to the user.
  • Heal charm- can charm certain items with healing properties allowing it to stabilize ones current state.
    • not ever object can hold a magical charm, it can not restore damage only control it. ie if you are loosing blood from a cut it can stop your blood lost but cant heal your cut or restore your lost fluids.


Spells:
  • Guardian circle - A circle that will cast out all enemies twenty feet away. great for ambushes or when allies are getting overwhelmed
    • the spell can be use once for three minutes, and a two more times instantly. (3 times a day)
  • Hoy knight- A pure being that can be summoned when facing a dark entity or user is in mortal danger.
    • this can be used once a day and only if facing against a dark force and user is unable to defend themselves.


Weaknesses:
  • Elemental magic
  • Dark earth magic. (example would be voodoo, evil cursed tree)
  • The law of Asur. The magic of his trade was taught to him by the Knights of Asur. There are things he has vowed never to do, and things he must uphold. (In other words he won’t do or help you do your dirty work, at least not with his magic )


Personality:

Cyeron is a very stoic individual whom remains to be aloof. He possess a serious demeanor and has a low tolerance for foolishness or stupidity. He can be painfully honest ,holding his tongue back for very few people. He will never hesitate to criticize, especially those with poor etiquette. Surprising enough Cyeron can be very charming when he puts his mind to it. Despite his disapproval on some behavior he is not necessarily a mean person, after all he is loved by many. He believes firmly in honor and acts strongly on those who goes against it. There is a more playful side to Cyeron, known by few people. A side of him that enjoys beautiful people and the art of seducing them. Other’s who view him as another High elf with stick up his butt, would be very surprised to know what he gets into when the sun goes down.
 
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Name:
Kirron Blackforge

Race:
Dwarf

Appearance:
- 4'5" Height
- Light skin
- Bald, except for a brown circular beard around his mouth
- Chestnut-colored eyes
- A wooden smoking pipe hanging from the left side of his mouth

Personality:
Kirron is a particularly serious and refined character. He is an intelligent man (albeit a shorter man) of work and efficiency, as well as science. He's a hard worker, and has most definitely contributed to more than a few projects within the Clockwork City of Keldir, which lies far beneath the earth in the northern mountain ranges. When he isn't helping to build or repair some wondrous machine for the city's administrators, he's either working on crafting incredibly fine weapons and armor in his workshop, or conducting research with Magitech. He's not one to openly engage in combat, unlike most of his kin, unless it means defending someone or something he cares about. Kirron is wise beyond his years, and may act as a father figure to some, though may come off as arrogant sometimes. Though he is blessed with the privilege of working with Magitech, he tries not to let it go to his head. He's rarely traveled above the rock that surrounds Keldir, and is willing to learn more about the vast world than just what is nearby.

Skills:
- Blacksmithing: A metal- and stoneworker (not to mention a tinkerer) by nature, Kirron is able to mend and sharpen virtually any weapon that is given to him, in his portable workshop.
- Magitech Scholar: Having rigorously studied (and worked with) the intricate workings of the relatively newer field of magic known as Magitech, he brings a particularly curious form of knowledge to the group.
- Geology: Kirron can recognize virtually any type of stone or metal he encounters and even list potential uses for them off the top of his head.
- Mining: Kirron has a degree of skill with mining.
- Machinist: If there's ever a machine that Kirron cannot fix, it is truly and utterly broken.
- Inventor: Kirron's bright mind is always coming up with new ideas.
- Darkvision (Minor): While not as acutely as Dark Elves, Kirron, being a dwarf, is capable of seeing in the dark, to a certain extent.

Equipment:
- A light brown, slightly-oil-stained trimmed coat with black trousers and brown leather shoes
- A utility belt which carries a pickaxe, chisel, a small brush, and a collection of metalworking tools, as well as a money pouch which has more than a few coins neatly arranged in a cylinder shape
- A modified pair of spectacles that possess a series of pull-down magnification lenses affixed near the right side of the frame by screws
- Brown leather work gloves with oil stains on the backs of the palms
- A leather, metal-reinforced carrying holster on Kirron's back for his crossbow
- A gold bracelet with two gemstones surrounded by rune symbols

Weapons:
- Magitech Crossbow: A prototype weapon that Kirron invented in his spare time, it is a fantastic (if not absolutely weird) magical marvel. The crossbow is made almost entirely of etched metal (even the drawstring, which is actually there for cosmetic purposes along with a false crossbow bolt), except for the head of the "bolt", which is an octahedron crystal, along with a rune-covered disc that is permitted to rotate like the cylinder of a double-action revolver at the weapon's back-- the source of the magic power it shoots. When fired, the disc revolves. It can be made to loose powerful energy projectiles from a distance, but this comes with two drawbacks: First, the number of shots that can be deployed is limited, at around 10. After that, the weapon must be stored away and permitted to recharge for a couple of hours before it can be used again. Second, the weapon is strictly meant for long-range combat, and attempts to use it at too close of a distance will result in magical injuries to the user due to the semi-explosive nature of the energy bolts.
- Hammer: As Kirron's main weapon cannot be used at short range, he has to rely on using his blacksmith hammer as a panic option should he be assaulted up close. It's not overly strong, but it gets a decent enough job done.

Alignment:
Neutral Good

Magic:

Spells (x1):

[Magitech: Summon Workshop] - Kirron presses a sapphire gem-button on his bracelet to summon his workshop through magical means. The magic used in doing so cannot terraform any nearby land, and so enough space must be present, otherwise the small building will get stuck in something. As the magic technology used in quite literally making a structure appear out of nowhere can be unstable, Kirron prefers to use it twice a day for reasons of safety-- once to actually summon it in his present location when needed, and again to return it to his home city by pressing a ruby button (which is a necessary step).

Other/extra:
- Kirron has an unfathomable hatred for salamanders.
- Kirron has a fondness for cats and foxes.
 
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Name: Kazard, The great and mighty!

Race: Goblin

Appearance: Goblin_reference_1.png

Skills: Cooking rats, magic!!!! Stealing small things.

Equipment: Robes, a couple "borrowed" spell books, a very pointy stick.

Weapons: A pointy stick! Kazard can't always rely on his amazing magicks! Sometimes he needs to jab someone with his poking stick!

Alignment: Chaotic Neutral.

Magic:
Cantrips:
Bubbles!!!: Be amazed as Kazard creates bubbles out of thin air, and watch them float away! Can cause eye irritation, thoroughly flush eyes of soap with water.

Confetti!!!: Watch Kazard flood the air with paper scraps of all different colors! Red, Yellow, Blue, and even Green!!!

Smoke!!!: Now you see him... Kazard creates a puff of smoke at his feet, enough to conceal him for about 5 or so seconds. Sometimes, he even runs away to make it look like he disappeared!

Spells:
Fireball!!!: Kazard's most deadliest, most dangerliest spell! Kazard creates a ball of flame, and holds it within his hands, capable of being thrown! Kazard is not a good thrower, and fire is actually pretty heavy. But he can still manage a good 20 foot throw with the thing! He hasn't quite figured out how to use it, and is only capable of using it twice a day.

Other/extra
Kazard eats rats and book pages.
After being taken in and taught how to read by a wizard, he stole some books and legged it.
Kazard speaks about himself only in the third person!
Kazard is the best, coolest, smartest, best, and most great wizard of all time!!!
 
Name: Olin Wade

Race: Human (Realworlder)

Appearance:
xVp54se.png

Black T-shirt
Black Jeans (Belt)
Blue/Red Jacket
Gloves
Boots
Glasses

Skills:
Got them bachelor cooking skills
Martial Arts Novice
Studious and well written, Olin crams hard and jams harder

Equipment:

Weapons:
N/A
Alignment (Chaotic neutral, stuff like that): Chaotic Good

Magic (optional):
Spark (Cantrip): Pointing his index and pinky fingers forward, Olin creates a small stream of electricity between his fingers. Currently no more powerful than a commercial taser.
 
Maria Roseli
1548079174525.png
Race:
Undead


Skills:
Singing
Dancing
Persuasion


Alignment:
Neutral Good


Equipment:
A small dress with a big skull in the middle of it.


Weapons:
A small dagger with a wooden handle and curved tip.


Magic - Spells:
Melodius Ballad
Maria proceeds to sing while using her beast as a sort of microphone. It heals a large portion of health to any person within a 5 meter radius near her. The ballad lasts up to 1 minute but she is vulnerable to attacks while performing this song. It can be used twice a day.


Piercing Scream
Maria starts to prepare her mouth and shriek. This makes any opponent or ally stunned with a slight inclusion of damage within a 5 meter radius that lasts up to 30 secongs but allies could avoid this when covering their ears when it is used. It can be used once a day only.


Magic - Cantrips:
Song of War
A song envelops the warriors which make them feel invigorated. It increases the vitality of any ally within a 1 meter radius around her.


Song of Sadness
A song envelops the enemy in a state of sadness. It makes the enemy susceptible to attacks for a slight moment.
 
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Name: Kori
Race: Orc


a0691e0c571e5c51cd8cf7f451054974.jpg

6'0
140 lbs

Skills
Kori has a very barbaric fighting style due to her training being hand to hand (she just incorporates weapons) She prefers to take the hit to get a better shot than to bother herself with dodging. Kori isn’t just some axe wielding maniac. She might not be able to sneak attack or dodge, but she is very skilled in blocking and counter attacks. One’s best bet is to attack from afar or outsmart her.

Just using her will power she can physically overcome intense pain and damage. (I.e fight on a broken leg )

navigation

hunting

living off the land


Equipment: When she travels away from her land she likes to pick up trinkets and knick-knacks to keep herself entertained.

Weapons: She has an entire armory back at her village, but no personal weapons of her own.

Alignment :Chaotic good


Personality: She is spoiled younger sister and has always gotten her way. Besides her orcish tendencies of fighting, feasting and all other things orc she can be rather unexpected. She loves to dress up, flirt, and biggest aspirations is to fall in love with her “prince charming” and all the other princes girly yada yada. Of course no one is strong enough for her taste, so until this happens she refuses lay down her blade for any reason.
 
"You shouldn't judge a person based on thier looks, it could get you seriously hurt."
View attachment 527460
Name:
Clara Bray

Age:
14

Race:
Human
View attachment 527459
Skills:
Fighting
Athletic
Acrobatic

Equipment:
None

Weapons:
View attachment 527461
Alignment:
Good Neutral

Personality:
Clara is very excitable, energetic, passionate and sometimes clumsy. She harbors a lot of pride and love for her family name, and repeatedly proclaims she's the best at everything even though she's not. Though the one thing she can brag about is her fighting skills. She's stronger then she looks and she's one hell of a fighter. Her pride for her family at times can come off as being conceited. She's not always the smartest but her pure spirit makes up for it. She also has a large appetite and loves to eat chocolate. She can be childish and easily angered, and loves to go out when it's nice and sunny. Despite her tomboyish nature, Clara is actually very girly and self-conscious. She has a large collection of stuffed animals and loves to shop, although she tends to squander her money and usually doesn't have any when she really needs it. Deep down she can be sensitive, and she hates arguing with friends or seeing someone in pain above all else. Clara also has a great sense of justice, but it is hidden inside of her and only comes out when someone is in danger. She hates that innocent people get hurt for things they had nothing to do with.

Extra:
Clara comes from a very old and wealthy family full warriors, knights and legendary heroes.​
Looks good! Just one thing, is there anything her hammer could do, or is it just a hammer? And how large is it?
 
Lily Lucinda
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Race:
Realworlder


Skills:
Dancing
Shooting
Fighting


Alignment:
Chaotic Good


Equipment:

A wine flask, for special occasions.
A lollipop, just for a sweet treat.
Extra clothes.
Some golden chains, don't ask.


Weapons:
A pair of pistols, one for the hands and the other for her heels.


Magic:
Spells

Bullet Arts: French Twist
Cereza proceeds to spin while doing a headstand. Anyone who is within a 3.5 meter radius will take several hits from magical damage. The bullets may be deflected but, it can be only used twice a day.


Bullet Arts: Sniper Shot
Cereza starts to put her leg up on a table or, she just holds it like a sniper. She proceeds to charge up her shot, making her vulnerable to enemies around her. When it is shot, it deals massive damage to the opponent. Can be used once a day.


Cantrips

Elemental Shot
She changes her bullets to a specfic element for the whole duration of the battle. She may change her bullets to align with fire, water, air, and other elements. She can only use it twice.


Explosive Round
She loads her gun to change her bullets to the explosive kind. She proceeds to shoot them all at once, making a huge explosion. Anyone caught in the explosion will suffer fire damage. Can be used once in a battle.
 
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Name: Lutus

Race: Human

Appearance: 1000px-Full_Portrait_Donnel.png

Skills: Wayfinding, Whittling, Fire-making

Equipment: Nothing beyond the clothes on his back and a cooking pot serving as a helmet (also no shoes)

Alignment: Lawful Good

Magic:
4 Cantrips:
Stone Throw: Lutus raises his hand up, and throws his palm out front, creating a small rock, which then gets launched toward a target. Deals 1d6 damage.

Clay Golem: Lutus crafts a small, helpful clay golem, no more than 4 inches tall. He can't help in combat much, and falls apart when more than 15 feet away, but can help with small tasks. Only one can be made at a time.

Stone Trip: Lutus stomps the ground, creating a small bump at the foot of a target. The target must pass a dexterity saving throw or take 1d4 damage and be knocked prone.

2 Spells: More significant spells that they can cast only a limited time a day. Clearly state the limit number.
Stone Punch: Lutus surrounds his fist in stone while he punches, empowering his punch and dealing 1d8 damage instead. Twice a day.

Earthquake: Lutus crouches down, and puts his hands to the ground. He must concentrate for a single turn. If interrupted, this spell does nothing. If uninterrupted, tremors shake the earth in a 15 foot radius around Lutus, and everyone within the aoe must make a Dexterity Saving throw. If failed, the target takes 1d12 damage and is knocked prone. Otherwise, the target takes half damage. Afterwards, Lutus is winded and takes disadvantage on all attacks until his next short rest. Once a day.
Other/extra
Animals dislike him, and, depending on their nature, act frightened or aggressive around him.

After awakening in a field without memories, a name, or anything else but a simple set of clothes, he set off, wandering the land and searching for his past.
 
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