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Post by JerriLeah7 7th January 2018, 11:03 pm

Dues ex Entente Registration
RPM: JerriLeah7
RPH: JulietHasAGun

Listed below are the rules of this role-play and the character layout.  In the next post following this one, there will be additional registration information and an actual, full length explanation of the character layout that is listed after the rules.  Please read all of this post and the one following it very carefully before registering for this role-play and, as always, follow the rules and have fun.

Rules

● Follow the GtR Rules & RP Guidelines, as always.  If you cannot respect the RPM or RPH, don't join this role-play.

● No more than two characters are allowed per member.  Do not create multiple characters if you cannot participate actively with both characters.  Only you will truly know how much free time you have, so keep to it and don't drag everyone else behind without communicating about your inactivity.

● Any and all magical gears, weapons, and other items must have the appropriate back story to follow with it.  Back stories such as "I just found this," or "I made this myself when I was ten" are unacceptable.  Most magical items take a very long time to create and are incredibly expensive--your stories should line up with this.

● Your character(s) can only be a member of the human race.

● Your character(s) cannot be younger than 30 years of age.  (This is the equivalent of late teenagers, but without sexual capabilities due to the fact that humans in this role-play do not sexually mature the same as we do.)

● Character Approval is a thing in this role-play.  You cannot post within the actual role-play thread, nor participate in any collaborative posts until your character is approved by a role-play maker or helper.  The less information that you give about your character's history, knowledge, and abilities, the longer this section of your character creation will take.

● Character(s) can be within a Covenant, a member of the purged, and so on--however, they cannot be a member of the official Purged that works for and is trusted by Ceallach.  This means that without a Covenant, you are without boons and blessings, regardless of your back story.

● Regardless of your character, their age, their upbringing, etc., you should be willing to have your back story (your character history) added to by an RPH or an RPM.  Every single character that is registered to this role-play will have a secret story added to their character, which will be given to them to either post up or not, whichever they choose.  This will involve them in a specific, special plot where the character will be able to move with direction and possibly take other characters with them.

Character Layout
Code:
[b]Name:[/b]
[b]Color Code:[/b]
[b]Age:[/b]
[b]Sex/Gender:[/b]
[b]Appearance:[/b]

[b]Current Occupation:[/b]
[b]Past Occupations (If Any):[/b]
[b]Non-Combat Skills:[/b]
[b]Hobbies/Talents:[/b]

[b]Covenant:[/b]
[b]Sigil Size & Location:[/b]
[b]Covenant Standing:[/b]
[b]Caster Level:[/b]

[b]Blessing Domain:[/b]

[b]Boon Domains:[/b]



[b]Stats:[/b]
[b]Notable Equipment:[/b]
[b]Physical Skills:[/b]
[b]Magical Abilities:[/b]

[b]Trial Story (If Any):[/b]
[b]Character History:[/b]


Last edited by JerriLeah7 on 13th January 2018, 6:00 pm; edited 1 time in total
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Post by JerriLeah7 8th January 2018, 12:07 am

Character Layout Explanation

Name:  This is the name of your character.  Stupid names such as Bob, Legna, Bumwhistle McGee, and so on are not accepted and your character will be declined.
Color Code: This is the color code that you will use with your character or others will use for your character in collaborative posts.  Having it listed within registration makes this job easier.  Please try not to make any character's color too close or similar to another character's color that is already taken.
Age: This is your character's age.  Ages 30+ only are accepted.
Sex/Gender: This is your character's gender.  You may include gender identities and sexuality as well.
Appearance: Describe the appearance of your character with great detail.  This includes the required information:  Height, Weight, Build, Hair Color, Eye Color, General clothing preferences, and so on.  An Image is perfered on top of the information listed above.

Current Occupation: This is the current job/means of living that your character has.  How do they make money?  What is their wealth status?  Are they barely scraping by?  Etc.
Past Occupations (If Any): This is any jobs that you've held in your past.  Occupation examples will be listed below.
Non-Combat Skills: These are skills that will cost you ability points (ability points are discussed below).  Examples of non-combat skills are listed below.
Hobbies/Talents: These are minor talents and skills that do not fall under other categories and are taken less seriously and have less ability points placed into them (or cost no points at all).  What does your character do in their spare time?  Do they have spare time?  Examples of hobbies/talents will be listed below.

Covenant: List your covenant, if you have one.  If you don't, list which one you wish to be in, if you are going to apply.  If not, state that you are either Purged or non-magical.
Sigil Size & Location: Where is your sigil located on your body and what size is it?  If it is customize-able, please explain how it is custom for you.
Covenant Standing:  If you have a covenant, please list your covenant standing.  If you do not, please leave this blank.
Caster Level: Please list your caster level.  Make sure to select an appropriate one that matches your character history and one that is approved by an RPM or an RPH.

Blessing Domain: List the blessing that you select from your Progenitor if you are in a covenant.  (Ex. "Blessing of Order, Blessing of Death, etc."  You may only have one.
   ● PASTE BLESSING DESCRIPTION
Boon Domains: List the boons that you select from your Progenitor if you are in a covenant.  (Ex. "Boon of Order, Boon of Death, etc."  You may only have two.
   ● PASTE BOON DESCRIPTION
   ● PASTE BOON DESCRIPTION

Stats: Please list your base stats after having used all of your ability points.  Stats are explained below.
Notable Equipment: Any and all magical gear and equipment should be listed here. Weapons, regardless of magical or not, should be listed, as well.
Physical Skills: List any physical skills that you have placed ability points into here.  Examples of physical skills are listed below.  There is not a limit to how many different skills you can have.
Magical Abilities: List any magical abilities that you have placed ability points into here.  Examples of magical abilities are listed below.  There is not a limit to how many different abilities you can have.

Trial Story (If Any): This is the detailed story of your trial and how you passed it if you are already within a covenant.  This story must be approved by an RPM or an RPH, regardless of the level of detail--however, greater details are preferred and if your story seems too vague or short, you will be asked to add more.
Character History: This is your character's back story.  What is their family life?  Their childhood story?  What's their level of wealth?  Where do they live?  What are their goals coming into the role-play?  Greater details are preferred and if your story seems too vague or short, or if it seems like it does not fit into the world, you will be asked to edit or add to your history.


Skill, Ability, & Hobby Examples

Physical Skills: (Costs Ability Points)  
Please list what rank you are in any of these skills in your character sheet.
Weapon Proficiency (Longsword fighting, Archery Proficiency, etc.)
Close Quarters Combat
Fighting Styles (Tai Chi, Kung Fu, Street Boxing, etc.)
Defensive Fighting

Occupations: (Costs No Ability Points)
Please list what rank you are in any of these skills in your character sheet.
Although these don't cost points, you must have non-combat skills or combat skills appropriate to that occupation. For example, an Enchanter would have the skills of "Weapon Imbuing" and/or "Armor Imbuing."

Medic/Doctor
Surgeon
Bounty Hunter
Blacksmith
Enchanter
Alchemist
Identifier

Non-Combat Skills: (Costs Ability Points)
Please list what rank you are in any of these skills in your character sheet.
Cartography
Dungeoneering
Engineering
Carpentry
Bowmaking

Hobbies/Talents: (Costs No Ability Points)
Singing
Dancing
Knitting
Painting
Drawing
Reading

Stats: (Costs 2x AP as any skill or ability.)
The average state for an average human is zero.  To reach Rank V in any stat would place you high above the general human being and would require immense training and practice, as well as years of practice.
Strength
Agility
Endurance
Perception
Persuasion

Ability Points System

Anything listed above may cost you ability points.  Depending on your character's age, you will only get so many ability points and you must spend them wisely.  

Things that cost you ability points are:
Magical Abilities
Physical Skills
Non-Combat Skills
Stats (2x as much)


The more points that you put into a singular skill, the higher rank it will be.  There are five ranks for each skill or ability.  Rank I signifies that you've just dabbled in that skill or ability whereas Rank V indicates that you have mastered it.  The only limitation on this is that you cannot have a higher magical ability rank than your caster level.  This is because Rank V in a particular magic ability is equal to Caster Level V levels of magic and capabilities.

The chart for how many points you can receive for your age, as well as how much it costs per rank is listed below.  If you have any inquiries regarding this chart or the ability point system, just ask an RPM.  If you are uncertain about what skill or ability fits into what slot or how much it should cost, feel free to ask us and we'll be happy to help.  

Ability Points System
Character AgeStarting Ability Points
030 - 050 Years020pts Total
051 - 070 Years030pts Total
071 - 100 Years045pts Total
101 - 135 Years065pts Total
136 - 170 Years095pts Total
171 - 220 Years130pts Total
220+ Years175pts Total

Ranking Costs
RankingAP Cost
Skill/Ability Rank I1 AP Total
Skill/Ability Rank II3 AP Total
Skill/Ability Rank III6 AP Total
Skill/Ability Rank IV10 AP Total
Skill/Ability Rank V15 AP Total
Stat Rank I2 AP Total
Stat Rank II6 AP Total
Stat Rank III12 AP Total
Stat Rank IV20 AP Total
Stat Rank V30 AP Total


Last edited by JerriLeah7 on 13th January 2018, 10:58 pm; edited 1 time in total
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Post by JerriLeah7 8th January 2018, 9:26 am

Name: Fean (Fen) Thonav
Color Code: 0cafff
Age: 167 Years
Sex/Gender: Female; Heterosexual
Appearance: Blonde Hair, Blue Eyes, 125lbs., & 5ft, 6in.  Fean is generally seen in the clothing below.
Fean's General Appearance:

Current Occupation: Translator & Active Covenant Questor
Past Occupations (If Any): Animal Farmer Assistant
Non-Combat Skills:  (7 AP Total)
   ● [ I ] Animal Husbandry (1AP) ● [ III ] Speed-Reading (6AP)
Hobbies/Talents: Reading, Writing, Song Writing, & Drinking Socially

Covenant: Hollowstar Oathbound
Sigil Size & Location: She has two sigils on the back of each hand; just big enough to move from central knuckle to wrist.  However, one is darker hues of the Covenant's colors and the other is a brighter rendition of the colors.
Covenant Standing: Gamma
Caster Level: Master

Blessing Domain:
   ● Blessing of Binding: (1x/Day) - Upon activations, you are capable of summoning a willing creature that is stronger than you at random or one of your fellow covenant members at random. These summons may be strangers to you, but will be compliant and cooperative in most cases, so long as your commands do not violate their own ethos. The power level, cooperation, compatibility, and ability of what you summon will never be guaranteed to you, but when you summon, they will be compelled to answer the call. Any summoned covenant member will be teleported back to their original place after the duration or just before death so as to avoid loss of life.
Boon Domains:
   ● Boon of Charm: This passive boon allows your voice to naturally sway those that hear it, improving abilities in matters of persuasion as well as attempts to made to shift their attitude towards you. This includes both methods of intimidation and diplomacy and the effect is greater and improves with your caster level.
   ● Boon of Binding: (1x Caster Level/Day) Upon activation, you may summon a moderately poewrful creature as compared to your caster level that is friendly to you or that you own and compel it to do an action, such as fight for you. After an hour has passed, the creature will return to where it was located before it was summoned. This ability doesn't impart any tactics or intelligence into the creature and will act as it should per its species. However, the creature you summon can understand you, regardless of its language while it is summoned. You can also use this boon to summon a group or horde of weak creatures that are friendly to you and so on.

Stats: (60 AP Total)
   ● [ IV ] Pursuasion (20AP) ● [ III ] Endurance (12AP) ● [ IV ] Perception (20AP) ● [ II ] Agility (6AP) ● [ I ] Strength (2AP)
Notable Equipment: Two Contract Books, Breastplate, Defense Robes, No Weapons
Animal Ally: Fean is most frequently seen with an animal ally at her side, regardless of whether or not it has been magically summoned to her.  The creature most often viewed in her presence is her dear friend, ironically named "Anwar."  Anwar, however, is not an Anwar, but a tawny and vibrant High Pharaoh Aviahound:  An uncommon species, but a common breed within her own kind.

Anwar's Full Body:

Anwar Lounging:

Physical Skills: (3 AP Total)
   ● [ II ] Judo Fighting Style (3AP)
Magical Abilities: (14 AP Total)
   ● [ IV ] Conjurer's Oblige (10AP): This ability allows Fean to summon creatures that she has made a contract with in the past to her side.  When it is summoned, it is there and does not go away. Due to her higher rank of four, she's now able to send them back to where they came from and she can share mana with her summons.  Both the summoning and dismissing processes are different rituals and also take different casting times.  The appearance of this magic varies on what is being summoned.  Compared to summons granted by Reinhold, these creatures can be permanently summoned.  

Whether it be multiple weaker creatures or a single, moderately powerful summons, Fean is a force on the battle field with this magic so long as one of her companions is by her side.  Unfortunately, summoning always takes time, so if she does not already have a protector with her, she is incredibly vulnerable due to how much she relies on this particular magical ability.  Fortunately, she does have minor armor by default to protect her from physical attacks in most cases.  You will always be able to tell if a creature is one of her summons by a circular, summoning glyph that will appear around hers and their wrists/similar appendages.  While a contract is in use and the symbols are visible, mana is depleted over time.
Additionally, she must always have the written contract on hand in order to summon any specific contract.  

Although the lighter side to her ability is summoning those that would will it, Fean is very capable of subjugating her summons, should she wish to do so.  As of this time, she has only ever subjugated weaker Inanis, but the process of subjugation is a lot of complex, drawn out work that can be a hassle.  As such, she has very few summons that are Inanis related, but she will not hesitate to use them when she feels they will become advantageous in battle, regardless of those that would judge her for doing so.

Fean always has two books with her, which are strapped to her sides that she reads and re-reads rather frequently.  She also has these books repaired and cared for magically, due to the fact that these books consist of her numerous contracts, bindings, and summoning terms.  She knows that if she is ever forgetful of her various summons and disrespects the terms of a summoning ritual, she may very well lose a summon and she does not ever wish for this to occur.
   ● [ II ] Cosmic Linguist (3AP): At rank two, this ability allows Fean to speak any language, whether it is spoken or written.  Additionally, it can be used to speak with creatures that do not have a language, though this is very exhausting for her mana and multiple targets for this magic depletes mana even further.  This allows her to understand the intent behind the words in writing, rather than just the literal translation, making translations more efficient in timing and accuracy.  This does not, however, work on magical runes, but it does work on magical words and it does not work on technical drawings such as blueprints, maps, etc.
   ● [ I ] Element Air - Levitation (1AP): At rank one, Fean uses this ability to levitate at approximately four feet above the ground.  She cannot levitate above water and she cannot fly or float for too long.  Levitation depletes mana over time and her air abilities are pretty much only capable of smaller gusts of wind.
   ● [ IV ] Conjurer's Shield & Thorn (10AP): With this magical ability, Fean can summon a creature's defenses and minor attacks with whom she has a willing contract that is willing to have their defenses bound to her on occasion.  Through their natural or unnatural armor and other defenses, she can create and summon her own set of armor and a single polearm that is generally quite decorative.  The armor and weapon almost always look like what is shown below, but it should be noted that she can only summon them for a short time before it disperses.  The creature's whose defense was borrowed from will become fatigued after.  

However, if the armor is stripped from a summons unwillingly, such as by a subjugated Inanis creature, the armor will be less complete and will appear far more similarly to the creature that it came from, rather than by Fean's own preferred design.  It will also formulate around her body within a slower casting time that will place her at greater risk during the summoning phase.  There is no connective glyph that signifies the summoning in this type of magic, but lights and wisps of magic do pour from this armor to further accentuate it's lack of longevity within its current form.
Defense Armor:

Trial Story (If Any): Fean fought within Reinhold's Gauntlet for not only three, but four waves of creatures and made it out alive.  Unfortunately, she was drenched in animal blood and a deep flood of sadness in her heart--although a few were very weak Inanis at the beginning, there were many creatures that were just simple animals that she wished did not have to die--even if some of them were monstrous and a threat to her life in that moment.  She almost lost an arm, as she was not allowed to bring any allies or friends with her and she was not used to fighting alone.  

The four rounds of battle to the death took Fean over four hours to complete, most of which was spent in a frenzy of dodging and running from the enemy so as to use her Judo to her full effect without becoming surrounded by most of her enemies.  It was clear upon the Trial success that Reinhold didn't approve of her methods, but that he was happy enough with her results.  He bound with her and marked her as requested, happy to sense the summoning spirit within the essence crystal that she had brought with her.  He wished her well with the hopes that she, too, would gain the abilities of her father--and luckily, that did come to pass.

As she was given a portion of Reinhold's soul, she thanked him for his gracious gift and placed it together with the crystal before Reinhold melded them with her very soul.  A fantastically bright light emanated from the center of the arena, making the bright red blood upon the ground even more vibrant within its contrast as the blood had faded from the skin of her hands more fully and she felt...complete for the first time.  Truly complete.  The new power was welling up within her and she could feel the mana coursing through her veins as the audience cheered her, congratulating her and also trying to urge her into yet another battle.  

Character History: For the first eighty years of her life, Fean had a lovely childhood with her parents, growing with them and eventually growing old enough to contribute to the family by assisting her parents on the family's farm.  She took care of many creatures there: oxen, chickens, and sheep, as well as a couple of goats.  Eventually, the young girl grew restless and traveled about the inner-Iodenian lands.  Her family was middle class, so she wasn't so wealthy as to really have fully visited or experienced Hathe City.  Upon her return from her journeys, however, Fean suffered the loss of her father.  This loss was more than just a loss to the family, but also to their hometown, as he was their primary protector and one of the few local magi.

It was then that Fean decided that it was time to step up, become stronger, and take up the responsibilities that her father had once held.  For whatever reason, no other magi desired her father's position within the town and and no one seemed to be against her taking his place.  Due to this, Fean returned to Hathe once more, only long enough to find and hire a Judo trainer that had once taught her aunt in her aunt's younger years.  She spent many years of training within the practices of Judo before she left home a third time to hunt for the right Covenant to suit her needs and to hopefully complete a trial so that she could gain the power needed to protect her home and its citizens.  

Now that she has gained that power and has been a member of the Hollowstar Oathbound for a decent time, she has barely been able to remain home to protect it for longer periods of time.  She can, however, keep her summons at home, within the town's limits for protective bodyguards.  This way, she is always keeping her home safe as she continues on with the Quests demanded of her by her Covenant so as to keep her farm going and her family fed.  Other than supporting her hometown and family, Fean's goals consist of gathering more summons (especially more powerful summons), and completing her summoning effigy.


Last edited by JerriLeah7 on 3rd April 2018, 8:36 pm; edited 1 time in total
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Deus ex Entente Registration Empty Re: Deus ex Entente Registration

Post by Vye 9th January 2018, 7:23 pm

Saif Taozi:

---------------------------------------------------------------------
Sofia Taozi:



Last edited by Goetia on 10th March 2018, 6:13 pm; edited 29 times in total
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Post by xenolion 9th January 2018, 7:41 pm

Name: Marisol Yorina
Color Code: 009900
Age: 92
Sex/Gender: F
Appearance:
Spoiler:

She is about 5’6” tall with long chestnut hair.  Her eyes are a pale blue.  She is moderately built, not that one can see because she is covered usually.  She does have some scars on her body that are covered as well.

Outside of the pub she can be seen wearing colorful dresses (made by her mom)


Current Occupation: Pub worker, jewelry maker  
Past Occupations (If Any): Blacksmithing
Non-Combat Skills: (25 AP)
(lvl 1) Weapon smithing (1ap)
(Lvl 2) Gold smithing (3ap)
(Lvl 1) Copper smithing (1ap)
(Lvl 1) Silver smithing (1 ap)
(lvl 2) Jewelry making (3ap)
(lvl 3) Cooking (6ap)
(lvl 2) diplomacy (3ap)
(Lvl 2) Housekeeping (3ap)
(Lvl 2) Appraisal (3ap)
(lvl 1) Sewing (1ap)
Hobbies/Talents: Singing, Gardening, playing harpsichord, playing poker (she will only strip to her undies though.)


Covenant: None currently, but I will keep this here in case it changes.
Spoiler:

Stats:
Notable Equipment:  She keeps a scimitar on her when outside the pub and a dagger on her at all times.  She has leather armor.  She also has a diary and a writing utensil.

Physical Skills: (6 ap)
(lvl 2) scimitar proficiency (3 ap)
(Lvl 2) dagger proficiency (3 ap)

Magical Abilities: None
Trial Story (If Any):

Character History: Marisol is the oldest child in her family.  She was a *surprise* to her parent who had her when they were young.  She has 1 younger brother and twin siblings on the way.  Ever since she could walk she helped her father in the blacksmithing shop.  However once she started to become a teenager, she wanted to try something different.  So she started to work in her "Uncle’s" Pub. They are really friends of her parents. She has kept up her jewelry making though.  Her orders come primarily through her mom.

Her mother is a seamstress and a good one at that.  Marisol can do some sewing because of her, but she is not as good as a seamstress.  They also have a small plot where food is grown too.  She does help out with that, but is no gardener.

She is very extroverted and loves to be with the people.  She has retained some skills from her father, so she can fix weapons, but she is far from an expert.  She can be seen in the shop on occasion when working on her jewelry.
She also has learned to defend herself with a sword.  Ironically enough, her armor is leather.
 

Family
Father – Valerian:  200 years old.  He is Marisol’s mentor.  He owns his own shop and handles more of the armor smithing and some weapon smithing.  He may look a bit rough around the edges, but is a big teddy bear.  He fully supports his daughter and son helping out others as long as it doesn’t take too much from the business.

Mother – Tommiah: 175 years old.  She is the one who tried to teach Marisol sewing.  Marisol learned some, but is not the expert her mom is.  All of the family’s clothes is made by Tommiah.   In addition to clothing, she makes quilts from the scrap pieces of fabric.  Some of the clothing she makes looks like an eclectic artistic patchwork design. She is pregnant with twins.

Brother – Quinlan: Age 25 years old  He loves his older sister, but does not want to follow in her or her father’s footsteps.  He turned to studies, and is now a very smart young man.  He loves to tinker with things and hopes someday to be a member of a covenant.  When he is old enough to.  He is altruistic like the other members of his family and can be found fixing things for the poor.

She does not know much about her parents' families. She knew they trouble from them because of the unexpected pregnancy. They fled to Capatan where they were welcomed with open arms. Valerian's work is well known in town and may have even reach outside.

All of Marisol's work her her unique stamp on them somewhere. It can be quite small depending on the jewelry. It looks like
Spoiler:


Last edited by xenolion on 6th March 2018, 9:12 pm; edited 8 times in total
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Post by JerriLeah7 9th January 2018, 7:43 pm

Name: Brooke Cascata
Color Code: a6151b
Age: 100 Years
Sex/Gender: Female; Bisexual
Appearance: Red Hair, Green Eyes, 115lbs., & 5ft, 8in.  Brooke is generally seen in the clothing below.
Spoiler:

Current Occupation: Mercenary, Bodyguard
Past Occupations (If Any): None
Non-Combat Skills: None
Hobbies/Talents: Taekwondo Terrain Practice, Political Debating, Dancing, & Fashion Designing

Covenant: Aquarian Gloria
Sigil Size & Location: On her entire back
Covenant Standing: Delta
Caster Level: Intermediate

Blessing Domain:
   ● Blessing of Destruction: This blessing allows the magi the ability of a berserker like rage. Giving them partial resistance to physical attacks, and doubling their strength and speed. They cannot think clearly, their mentality lowering to that of a rabid animal, and the duration of this ability is determined by the users caster level; though it never breaches a span of ten minutes.
Boon Domains:
   ● Boon of Water: Magi with this boon gain the passive ability to breathe underwater. Its effectiveness has no limit, though it takes some practice to get used to. Initial recruits will find themselves only able to hold their breath for thirty minute intervals, due to the alien sensation.
   ● Boon of Protection: Magi with this boon gain a passive protection ability- they may enchant one item, and item they hold very dearly, and pass it onto another- granting them minor magical protections. They could just as well keep the item for themselves, but it is more often used as a protection between comrades.

Stats: (18 AP Total)
   ● [ III ] Agility (12AP) ● [ II ] Endurance (6AP)
Notable Equipment: Cascata, Water-Resistant Garb, Cascata Trident (Magically Altered to withstand Fire Torching Abilities)
Physical Skills: (18 AP Total)
   ● [ III ] Acrobatics (6AP) ● [ III ] Polearm Proficiency: Specialization - Trident (6AP) ● [ III ] Taekwondo (6AP)
Magical Abilities: (9 AP Total)
   ● [ III ] Element Fire - Blue Immolation (6AP): This elemental ability allows Brooke to light any object or person on fire by touch, including herself.  Covering herself or others in blue flames that are much more heat-intensive than that of original fire, this ability offers the perk of heat resistances against other fires that aren't her own, either.  Due to the fact that this ability has no projectile or range capabilities, she generally uses this power to light her weapon on fire and to battle in close combat.
   ● [ II ] Element Fire - Red Evocation (3AP): This elemental ability allows Brooke to shoot out cones or rays of fire from her hands and/or fingertips in any direction(s) needed to attackers within sixty feet of her.  Additionally, she can use this ability to throw up a flame shield before her body just as she is about to be attacked in defense, but the shield does not stay up for very long without intense concentration.

Trial Story (If Any): Due to her Brooke's entire family being a member of Aquarian Gloria, Brooke already had a rather large number of good deeds under her belt to give to the Covenant before being placed on a small boat and set out to sea.  She was there on the small floating mass for weeks, wishing for home even more as each day passed.  The ocean had already terrified her--she failed her swimming classes again and again, just like her twin.  Still, although she was terrified of drowning, it was more than that that scared here...it was the life and power behind it.

Upon her returning to shore, being dragged back up into those sands of the beaches as she faced her new Progenitor for the first time, the girl looked down at her with kind, but playful eyes when she asked her what she had learned.  She spoke in a daze, her eyes open blankly as though she was looking into another world, "The Ocean lives."  This was all she could mutter before the sigil's cold sear was sharply formed into her back and was then carried off to be taken care of with the hopes that she could return to her normal self.

Character History: Brooke comes from the wealthy, well known Cascata family bloodline that is not only profitable in trades and goods regarding the latest fashions, but also in their luck on betting within the Hollowstar Arena.  Having grown up around the highest of standards, she was a spoiled child that was given everything she ever desired.  Her calm, blue hair and soft green eyes were dazzling to all and her hair, which was long and fell to the back of her knees in her later years, reminded those of the water that her family so represented.

That's right--the Cascata family was a water-magi family, well known to have beaten the odds over magical gifts for generations without the use of their ancestor's essence gems.  This was not only the start for their rise in popularity, but also what helped them gain respect among those that did their trades over the waters of the ocean with them.  After all, an advanced Cascata could almost guarantee your trading travel would be safe, on land and within any sailing ship.  Behind closed doors, however, it was no secret that every generation was frightened of the prospect of not becoming a water mage--Brooke's own mother married a water mage simply for his abilities and her aunt (and mother's sister) simply pretended to be a water mage when she wasn't a mage at all.

When Brooke and her twin sister, Eathelyn, turned fifty years old, their mother and father (Arulean and Enverus) took them to see a diviner after revealing to their daughters that this was a tradition for all Cascata children when they became of age.  After much time spent with this diviner, an upsetting truth was told that chilled the Cascata family to the bone:  Either Brooke or Eathelyn would not be of water, after all--but of fire, instead.  This angered Arulean very much, casting an expression of doubt and disappointment into both of her daughters as she had asked of any way to avoid what was to come.  The diviner's reply was given only with a sad smile, "When betrayed, can one forgive immediately after?"

Brooke and her family both took this answer for a no, leaving with a negative atmosphere about them both as the two parents went home and went to their chambers to discuss the matter in private.  Occasionally, voices would rise in heated discussion and the two twins realized that things...were not going to be okay.  This issue truly mattered to the Cascatas and their reputation seemed to rely on it more than the two girls had ever before realized.  It was then that Brooke and Eathelyn promised to love each other, no matter who got the ability that would make them an outcast.

Years had passed and the girls were trained with the usual Cascata garb that was uniquely made for them both:  The blue, water resistant tunic and pant set with a small over cloak for added warmth when out on the seas.  They each received a family trident--the entire family knew how to battle with these, combining Taekwondo and trident specialization against their foes.  The tridents were also magical in that one could use the weapon to funnel their magic through and it was a frequent thing for a Cascata to release a wave of water from their trident's tip as they battle.

The day came when the two girls were expected to face their trials after many acts of community service ordered by their parents.  They knew the drill--all of the Cascata family had been a member of the Aquarian Gloria.  Brooke did all that was expected of her, wishing and hoping that somehow, both she and her sister would be of the water gifted.  After her trial, she knew she was a magi, but she had been too weak from her ordeals to know just what kind of magi she had turned out to be.  After being nursed back to health, she went straight home to find out what she could do privately, so as not to embarrass her family's name in the worst case scenario.

It was then that Brooke learned the truth as she overheard Eathelyn's confession, asking their parents for forgiveness for taking her uncle's essence crystal to be used in the binding.  Eyes wide with surprise at this betrayal, Brooke knew then that her sister had taken matters into her own hands and forced Brooke to be the family's outcast with this decision and through her anger, she burst through the room with rage she had never known before as her entire body became lit with magical, blue flames to accentuate her fury.  Had her parents not been there, she may very well have set the entire house on fire, due to her lack of control and power.  They smothered her in their waters, and due to her inability to swim, she passed out from the cold and almost drowned.

When Brooke woke again, she had to make several adjustments all over again as her family revealed that her hair was now red, instead of teal and that they, too, had changed their minds on what they would do with her.  Originally, they had planned to keep their fire child and simply "send them away for schooling" to keep the abilities quiet while pretending that she is, in fact, a water child.  However, due to Brooke's obviously lethal intent towards her sister and her anger towards her entire family for how they were treating her, it was clear that Brooke could not be trusted to keep quiet about her abilities or her name.

Therefore, Brooke was disowned, but not before she left of her own accord with the clothes and trident gifted to her years ago by the very family that wants nothing to do with her.  As any typical, rebelling child, she cut off her hair and she had the trident's magical capabilities added to with some money that she stole from her father and eventually wandered from her own Covenant's hearth and Hathe City so as to avoid her family even further.  She left out towards the outer skirts of Iodenia so that she could learn her abilities, train harder to fight and improve herself, and to decide where she wanted to go with her life.  

Before, her goals were all about what the family wanted--fashion designing, sailing protective services...reputation.  Yet, this isn't in the cards for her anymore and she is lost.  Due to this loss of her previous lifestyle, Brooke has no current goals outside of some kind of revenge against her sister, some kind of self improvement to show that she's better than her, somehow...or something.  She just doesn't know.


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Post by MethosArchaic 11th January 2018, 7:45 am

Character Registration Part 1


Name: Donnie "Half-Dozen" Haull
  Color Code: fbfc7e
  Age:187
  Sex/Gender: Male, Heterosexual
  Appearance: Half-Dozen though imposing and almost stoic appearing when fully bedecked in his armor regalia with his wide shoulders and stocky build, there is only one problem... he's short. At only 5ft 2in most everyone is taller than him, except for children in their earliest years before their first maturation (30 to 50's) into young adults. While he has taken the simple approach to his black hair by combing it back in most cases, he does give it a bit of a personal touch by applying a few grey streaks above his temples and to his beard near the corners of his mouth to match closely with his eyes. Despite his armor's more impressive appearance he tends to be much more drab when wearing normal clothing, hardly wearing any embellishment at all. The only exception is that he wears a necklace with his Progenitor's sigil on it, a restamped gold coin from among the first he earned in her employ officially. The necklace which he is rarely seen without, is viewed as parts symbolic of his covenant and part good luck charm.
Aging over the Years (Past to Present):

  Current Occupation: Bodyguard/Lacky; Sometimes Essence cutter and Wand/Rod maker.
  Past Occupations (If Any): Animal Trainer, Grave Digger, Sculptor, Janitor, Juggler, Jeweler
  Non-Combat Skills: (45 AP Total)

  • [ I ] Animal Husbandry (1AP)
  • [ II ] Animal Training (3AP)
  • [ I ] Cooking (1AP)
  • [ III ] Essence Crystal Cutting (6AP)
  • [ IV ] Essence Identifying (10AP)
  • [ I ] First Aid
  • [ I ] House Keeping (1AP)
  • [ II ] Hunting (3AP)
  • [ I ] Inanis Lore (1AP)
  • [ II ] Iodenian General Law (3AP)
  • [ II ] Iodenian Trade Law (3AP)
  • [ II ] Jewelry (3AP)
  • [ I ] Sculpting (1AP)
  • [ III ] Tracking (6AP)
  • [ I ] Veterinarian (1AP)

 Hobbies/Talents: Gardening, Juggling, Intimating Bird calls and Bird Watching, Visiting orphanages and Making Wind-Chimes

  Covenant: Cardinal Crowe Company
  Sigil Size & Location: 2-inch diameter circle on his lower back.
  Covenant Standing: Gamma, lacks desired traits for leadership and motivation for advancement.
  Caster Level: Intermediate

  Blessing Domain:
  ● Blessing of Travel: (Passive) - This blessing allows you to move through non-magical fog, rain, mist, snow, and other environmental effects without hampering.  You'll be able to see clearly, but you will still be effected be the temperatures.  This effect is passive and only works on you.
  Boon Domains:
  ● Boon of Luck:- (6/Day) - Upon activation, you can touch a target to lower or raise their luck significantly for a short time.  This cannot be used on the same target more than once within a day.
  ● Boon of Travel: - (Unlimited Use) - You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time.

  Stats: (22 AP Total)

  • [ I ] Strength (2AP)
  • [ II ] Endurance (6AP)
  • [ III ] Perception (12AP)
  • [ I ] Persuasion (2AP)

 Notable Equipment: Dual Cast Electrojolt (Rank 2) Combat Rod [2 Uses], Dual Cast Firebolt (Rank 2) Combat Rod [4 Uses], Self-Repairing Platemail, Wears dual row item belt with numerous pouches, pockets and loops to assist with his quick-drawing skill, carries a small case of chisels and knives, and a picture of his son. Light Wand Rank 1 (~11 uses), Minor Healing Wand Rank 1 (~4 charges), Area Alarm Wand Rank 2 [Wards up to 1000 Sqft] (~5 Charges), Blink Rank 2 [Short range sight based teleport 30ft] (~2 Charges), Donnie's Lucky Sigil Necklace, 2 switchblades, a swordbreaker dagger
  Physical Skills: (30 AP Total)

  • [ I ] Knife Fighting (1AP)
  • [ IV ] Catching (10AP): Good at catching items tossed, shot or thrown at or near him, often without getting hurt.
  • [ II ] Disarming (3AP)
  • [ I ] Dual Wielding (1 AP)
  • [ III ] Quick-drawing (6AP)
  • [ III ] Rod combat (6AP): think along the line of Batons or Maces,
  • [ II ] Porting (3AP): The art of carrying/moving shit more effectively

 Magical Abilities: (34 AP Total)
[ III ] Sensory Adaptation (6AP):

[ II ] Element Earth 'Modification' (3AP):

[ II ] Element Fire 'Evocation' (3AP):

[ II ] Element Lightning 'Evocation' (3AP):

[ II ] Necromancy (3AP):

[ III ] Dual Casting (6AP):

[ II ] Wand Enchanting (3AP):

[ III ] Rod Enchanting (6AP):

[ I ] Prestidigitation (1AP):

  Trial Story (If Any): Donnie Haull is called Half-Dozen due to the sheer absurd number of trails he has failed (in one way or another) before eventually succeeding once again and managing to cease being among the excommunicated. There for there are a total of 7 trails in this character entry hence all the spoilers.

Vaelus - Burn it Once, Shame on me; Burn it twice...Should have stopped at One:

Shahaeyl - "A Rope, A Lock, A Clock, and a Riddle:

Phaedira - Ring the Bell and Kick the Bucket:

Reinhold - The Beast Without:

Castor - The Road oft Forgotten:

Nyx - Gone, but Never Forgotten:

Nyhara - Six of One, Half Dozen of the Other:


Last edited by MethosArchaic on 8th March 2018, 5:38 pm; edited 10 times in total
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Post by Luna 13th January 2018, 11:52 pm

Name: Alwin Seal
Color Code: ff9900
Age: 95
Sex/Gender: Male/ Bisexual
Appearance: 6 foot even, Brown hair, Green eyes, Muscular build, Can be found wearing his armor all the time.
Spoiler:

Current Occupation: Armorsmithing, Body guard
Past Occupations (If Any): Armorsmithing with his father at his shop
Non-Combat Skills:
Armorsmithing [III] 6
Cooking [I] 1
Smelting [II] 3
Hobbies/Talents: drinking with friends, flirting, reading.

Covenant: Air Jaunt Battalion
Sigil Size & Location: On the left side of his neck
Covenant Standing: Gamma
Caster Level: Intermediate

Blessing Domain: 
● Blessing - (3x Caster Level/Day) - Upon activation, an immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall if it is cast where they stand will take significant damage.
Boon Domains:
● (3x Caster Level/Day) - When you activate this ability, you can unleash a blast of air in a 30-foot line that knocks an enemy back from you by about ten feet out of reach from most weapon attacks.
● (4x Caster Level/Day) - You can touch any object and it will instantly glow with a bright light that will emit a 60ft glow.  This light lasts for up to one hour per caster level.

Stats:
Strength  III 12
Agility I 2
Endurance II 6
Perception I 2
Persuasion I 1
Notable Equipment: Long sword, Shield
Physical Skills:
Long Sword Proficiency  II 3
Shield Proficiency II 3
Magical Abilities:
Diamond Dust: II 3: Covers the field with ice magic and freezes the enemies to their core. They take heavy damage from the freezing elements as the ice begins to break and rip them up. It slows enemies down; Goes 60 feet to the front and sides of her. It's a semi circle of ice that goes around her.
Heavenly Ice: II 3: Ice forms above the enemy and rains down on them from the skies above them. The ice is sharp and does damage as it attacks from above. Strikes down the foes within 60 feet in front of her vision. Only strikes in front of her and slows her enemies down.
Trial Story (If Any): Alwin was bought in through a crowed of people. Kadera was already waiting in the ring, smiling as Alwin approached. He had his sword by his side and his shield in his hand. There was chanting for Kadera as he entered the ring. Nobody knew him here except what few people he had met coming here. He stood in the corner as Kadera signaled for the crowed to quite down. “Ladies and Gentlemen, we have a guest among us who wishes to join our Covenant. This fight will progress until it has been decided that he has passed or failed.” She said. She then pulled her sword out and looked at him. “Ready?”

“I'm ready as I'll ever be, my fine looking friend.” Alwin said.

Alwin dodged as Kadera came striking down at him. She was fast as he almost didn't move in time. He turned and  brought his sword swinging up, clashing with hers. Metal clashed with metal as the fight went on. Alwin felt that he was barley hanging on and knew he needed to do better. He used his shield to keep from getting attacked with her sword. “Impressive, now why don't you come out and fight?” Kadera said as she tripped him.

There was laughter from the crowed as he fell. He tossed his shield to the side knowing it wouldn't do him any good if he wanted to make a show. She let him up so that they could continue. He parried his way against Kadera and held his own against her. His teeth were grinding as their swords came together and he managed to swing her sword away from her. He held his sword over her. “Now what do you think?” he asked as he grinned.
Character History: Alwin was the middle son of three boys. His father owned a  Armorsmithing shop in a town where they lived. When Alwin was young he showed interest in wanting to learn his father's trade so his father began to teach him. As time passed, Alwin learned how to work with the metals to create fine looking armor.

When he turned 90, his father created him some armor and told him it was time for him to go into the world. There was no place here for a wild green eyed boy who only had time for armorsmithing. He needed something more in his life, so Alwin left his home town on foot. He found himself on Air Jaunt Battalion doorsteps, where he decided to join the Covenant. He could work as a body guard when needed and do his armorsmithing as well.

While on his journey, Alwin met Brendan Settin. He was an accountant and good with diplomacy. That was good for business. Alwin had considered doing some more smithing work, but he was not good at running the business part of the shop. He was only good at the work. When they came to Air Jaunt Battalion, Brendan decided he would with Alwin in his business. The rest of the time he would work as an accountant like his mother before him.

On a side note. Alwin knew at an early age that he was different then others. He seemed to be attracted to both women and men. He did not hide this factor as he grew up and sometimes was in bar fights because he was hitting on the guys. He's had a few black eyes before, but he has to admit that it's been worth it.
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Post by Phirron 17th January 2018, 10:27 pm

Name: Nikolaus Meinrad Engelherz
Color Code: b8f7ff
Age: 105
Sex/Gender: Male/Heterosexual
Appearance:
Nikolaus Engelherz:

He is 6'1" with pale, smooth skin; white wavy hair that is mostly shoulder length but has one braid in the back that reaches down to his midback in length and his eyes are piercingly blue. He weighs 175lbs and is quite lean and muscular. He is almost always in his armor, which is kept polishes to such a shine it appears to be made of silver, however, his clothing is all finely made with white silk and adorned with golden thread accents.

Current Occupation: Hathe City Guard
Past Occupations (If Any):
Non-Combat Skills: (21 AP Total)
[III] Iodenian General Law (6 AP)
[III] Iodenian Trade Law (6 AP)
[III] Investigation (6 AP)
[II] Appraisal (3 AP)

Hobbies/Talents:

Covenant: None currently/Noblesse Oblige hopeful
Sigil Size & Location:N/A, plans to have it be over and on his right eye and eye lid.
Covenant Standing: N/A
Caster Level: N/A

Blessing Domain:
● N/A (plan to be Nobility)
Boon Domains:
● N/A (Plan to be Community)
● N/A (Plan to be Glory)

Stats: (26 AP Total)
[I] Strength (2 AP)
[II] Agility (6 AP)
[II] Endurance (6 AP)
[II] Perception (6 AP)
[II] Persuasion (6 AP)

Notable Equipment: Rapier and scabbard, buckler, armor, and a dagger


Physical Skills: (18 AP Total)
[III] Rapier Proficiency (6 AP)
[III] Buckler Proficiency (6 AP)
[II] Shortsword (3 AP)
[II] Dagger (3 AP)


Magical Abilities:N/A
N/A

Trial Story (If Any): N/A
Character History: He comes from the main branch of a large, usually at least 3-5 children per generation with the largest generation being 10 children strong which happened 3 generations ago (roughly 581 years ago), upper-middle-class merchant family whose wealth is a mix of business and dowries. Currently, among all the branches of the family, there are roughly 16 or so males to continue the family name into the next generation. Nik is the youngest in the current generation of the main branch and has 2 older sisters and an older brother, who is set to take over the family merchant business. Over the years many of the Engelherz family, those who aren't inheriting the merchant business, have also gone into law enforcement as well as joining covenants. The various side branches of the family are also often craftsmen and women who supply the main family with goods to sell as well as help run various aspects of the merchant business throughout Iodenia. The most common covenants the Engelherz family have joined are Noblesse Oblige, The Artifice Precept, Air Jaunt Battalion, and Hollowstar Oathbound, however, over the years members of the family have been in all of the covenants. Also to this day none of the Engelherz family have ever been excommunicated from a covenant.

It is into law enforcement that Nikolaus has thus far dedicated his life. For the past 55 years, he has been a Hathe city guard. In this time he has helped his community and had a sense of fulfillment. However, he now has been feeling like he could and should do something more with his life so that he can help individuals beyond the scope of his home city. This has led him to start looking at the covenants and the progenitors. He could see himself as a member of a few different covenants, but the one that speaks to him the most is Noblesse Oblige.


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Post by LightningFang 24th January 2018, 11:49 pm

Name: Noire Lightsoul
Color Code: 4D4B4B
Age: 45
Sex/Gender: Female
Appearance: Dark brown hair, with one eye blue the other purple. Ratty clothing hair usually messed up and in a tangled mess. Her cloths have many patches in it and holes as well. She is 5’5” and weighs about 90lbs. Her brown hair goes to about the midpoint of her back, as she isn’t nor doesn’t cut her hair all that often.

Current Occupation: Thief
Past Occupations (If Any): WeaponSmith
Non-Combat Skills (8ap total):
● Pickpocket 2 (3ap),rooftop running 1 (1ap),lockpicking 1 (1ap), stealth 1 (1ap), Weaponsmithing 1 (1ap), trap disarming 1 (1ap)
Hobbies/Talents: Dancing, reading, singing

Covenant: Air Jaunt Battalion
Sigil Size & Location: Right side of the neck
Covenant Standing: Epsilon
Caster Level: Novice

Blessing Domain:
● Blessing of Knowledge -(1x Caster level/Day): You forge a temporary, hour long telepathic bond among yourself and up to one other willing creature per caster level, each of which must have sentience. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance.
Boon Domains:
● Boon of War - This passive ability allows for allies within sight range of you to be significantly more agile and quick to react when engaged in battle. They will be more likely to get the first blows on most battles.
● Boon of Knowledge - (2x Caster Level/Day) - For a short time, you can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The blessing enables you to understand or read an unknown language, not speak or write it.



Stats (6ap total):
● Agility 2 (6ap)
Notable Equipment: Two daggers, tattered clothing
Physical Skills (4ap total):
Dual wielding 2 (3ap), Street fighting 1 (1ap),]
Magical Abilities (2ap total):
● Shadow Clone 1 (1ap): She is able to form a physical copy of herself from the shadows. When she uses this ability she must be covered in a shadow, thus she can’t use the shadow of a sword. While a tree would work just fine. The shadow clone has the same physical abilities as her, but none of the magical abilities. The clone also doesn’t have the blessing or boons that she does. The clone can’t speak as well. The shadow clone can only take a few hits before it’s destroyed. The shadow clone is as black as shadow, making it easy to tell the real from the fake. The casting time for this magic is a few seconds. It lasts either until destroyed or for 10 minutes.

●Element Fire - Flame Imbue 1 (1ap): With this magic Noire can imbue a weapon with fire magic. This allows the weapon to burn whoever is hit with the imbued weapon. The imbued weapon lights up with a red flame. Once it has been imbued with this flame it immediately activates, so she can’t stockpile up imbued weapons for later. She can enchant any weapon with this ability, so long as she can touch it. The enchant only lasts for about 1 minute. It takes about 7 seconds to enchant a weapon.

Trial Story (If Any): Not yet started
Character History: Noire grew up with her mom and step-dad in the middle tier of the city like most people. She has a younger sister who is about 5 years younger than her. She lived a normal life like everyone else. They owned a smith shop where Noire started learning how to smith. She mostly learned how to make weapons. On her days off she would learn and practice dual wielding daggers. This happened for the most of her life. About 15 years to be exact. Then one night her parents were killed. After that night she and her sister moved to live with their grandparents. Who she had never seen before the day her parents died. She had never known why however. Her younger sister got to, but she didn’t. Once she moved to live with them, she knew why. Her grandparents hated her, with such passion that they would torment her. They would gag her and then whip her back or even heat up a piece of metal to burn the skin on her back. They would do this at night and during the day she would work at their shop. Carrying all the heavy boxes alone with no help. After days, weeks, months of this torment, she had finally had it. She left her new ‘home’ to live on the streets. She has lived on the street for five years now.

During those five years she has learned how to fight without her daggers using dirty tactics and tricks about using your surroundings. She learned how to picklocks and pickpockets. She learned how to run along roofs as well. She learned all this in the lower city. Where she mostly stayed. She never really learned why her grandparents hated her so much. The only thing that keeps her going is her goal to protect her sister.

Noire believes that the reason her grandparents don’t like her has something to do with her parents. Which is technically the case. It’s more so to do with their religion, as they believe in a god that shuns others not of the same religion. So Noire’s mom married someone outside of the religion not caring about her parent’s beliefs. In doing this her parents never let her see her grandparents. The reason why Noire’s sister could was that she was born after their dad died and their mom remarried to someone in that religion. Although of the same religion Noire’s parent’s didn’t want her to treated bad by her grandparents which is why she never got to see them. Her grandparents did know of her. Despite what her parents did, Noire ended up with her grandparents in the end.
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Post by MethosArchaic 24th February 2018, 1:14 pm

Donnie 'Half-Dozen' Haull Character Registration Part 2


 Character History:
'Not ridiculously long, but I already broke the character limit so yeah':

Notable Equipment Summaries and Explanations:

  • Combat Rods, both of them: While Donnie would like to take claim for creating the rods he uses in combat, he merely is the one who assisted in imbuing them with his magic. The actual creator of both rods is Hemilin Fractor, a longtime acquaintance, whom created them nearly twenty years ago. Donnie can craft rods himself, but Hemilin had numerous years experience over him until Hemilin's quiet passing eight years ago. While Donnie commissioned, paid for and assisted with implanting the spells, they were finished only two years before Hemilin's retirement and as far as Donnie knows they count among perhaps two of the last dozen or so of Hemilin's final works. Donnie normally tries to avoid using the magic aspects of the rods unless fighting particularly dangerous foes as it really is something of a hassle to recharge them.
  • Wands: Donnie likes to keep a number of diverse wands on hand to widen his options magically. While most of these wands are self-created most of the spells placed into them are not. Donnie is known to create numerous wands for people for money in past years, even at times being employed as a subcontractor for The Cardinal Crowe Company for larger orders. While permanent enchantments and items are fabulously expensive, wands with low charge counts are far more manageable monetarily to create personally.
  • Self-Repairing Platemail: This was granted to Donnie from Nyhara after over 50 years of loyal service to her and the Company. It has been the longest suit of armor that Donnie has owned and a noticeable statement in appearance, and Donnie is typically seen wearing it on missions and quests. The long standing joke is that Nyhara really had the armor made so that Donnie wouldn't get himself stabbed in back-alleys and leave his son fatherless. It has done a pretty good job at that though, so maybe that's the real reason after all. The enchantment isn't permanent, and while it normally lasts years at a time under fairly strenuous use to wear out its enchantment, it takes months to recharge when it does. Donnie has managed it twice, the most recent time being only about a year ago during a brief stint on the front lines.


Money/Economic Background: Donnie is known to pinch quite a number of pennies, just about anywhere he can. He gardens, hunts, and sells trinkets on the side all to keep his ledgers as far positive as possible. Most of his money that he makes however is made largely through work for the Cardinal Crowe Company rather than quests. Quests however provide an opportunity to procure new materials and essence crystals which he normally carves or stores for later. While Donnie sits fairly secure in the middle class, it did take a bit of a dive once his son was born and his priorities changed. By the large however Donnie lives for the most part closer to the higher end of the lower class lifestyle, constantly attempting to save money for his Son's future as well as trying to raise him and not turn him into a spoiled brat.
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Post by JulietHasAGun 6th March 2018, 8:17 pm

Name: 'Arabella Altissia Filomena Elise Vas Phillabarre' infinitely better known as 'Glory'

Color Code: cc9900

Age: 227

Sex/Gender: Female, Bisexual

Appearance: Glory casts an intimidating stature, her presence demanding to be noticed, looked at, exised, as befitting her name. Standing at an statueque 6'1, her height is further accentuated by her dedication to heels and armored boots. Her hair is golden, pale, casting down past her shoulders, tapering off at the small of her back; usually tied up in an intricate fashion, not a strand out of place. Glory's eyes are a stormy grey, flecked with blue, and usually cast in a disdainful or bemusedly curious gaze; her skin, pale, pristine, but at parts, flecked with scars of ages past. Her posture, gait, and poise are all what you would expect of someone of her age and stature, though there is a swagger to her movements that shows an unflappable sense of confidence and superiority. Her nails are always finely maintained, but never long or obtrusive, her clothing is always lavish, expensive and well fitted- though she's always able to fight in it. Her frame is muscular, yet graceful. All parts of Glory function together in one simbiotic entity that commands that you notice it. Though, one part in particular, perhaps, commands the most attention. Her left leg. Severed from her many years ago, she replaced it with magitech worked on and maintained by her sister. It possesses moving plates, and can change color and glow at Glory's whim. It is plated, and armored- but it still possesses the bizarre feel of flesh- if one is brave enough to reach out to try to touch it.

Glory looks uncharacteristically young for her age, whether it be by the grace of her genetics, magic, or some big-money treatment- she'll never tell.

Glory, Estimated Aged 100:

Current Occupation: Gladiator, Socialite, Ascendant

Past Occupations (If Any):

Non-Combat Skills:
  • Leadership [V] (15AP)
  • Diplomacy/Charm [IV] (10AP)


Hobbies/Talents: Wining, dining, social evenings, hosting and attending soirees and high class gatherings, sparring

Covenant: Hollowstar Oathbound

Sigil Size & Location:

Covenant Standing: Alpha

Caster Level: Ascendant

Blessing Domain:

● Life: Through the blessing of life, you will recieve an animal companion, a companion that must be first approved by an RPM or RPH. With this animal companion, you will have an empathic link and will be able to communicate via emotions. Various animal companions can be used for assistance in battle or other situations and are generally their own personality while also being bound to you and your goals. This does not mean, however, that they are subjagated--this ability is by a willing connection that is earned only.
(Glory's companion is an Altean Hawk- Regalia.)

Boon Domains:
● Death: When battling, this passive ability makes it more likely for an enemy or foe to bleed out and to take massive damage when a critical or majorly damaging blow is successfully made against an enemy.

● Charm: This passive boon allows your voice to naturally sway those that hear it, improving abilities in matters of persuasion as well as attempts to made to shift their attitude towards you. This includes both methods of intimidation and diplomacy and the effect is greater and improves with your caster level.

Stats:
  • Strength [IV] (20AP)
  • Agility [IV] (20AP)
  • Endurance [IV] (20AP)
  • Persuasion [III] (12AP)


Notable Equipment: The Aeigis: A shield like relic thats drains the users mana, and later, life force.
Her gold plated armor and cloak.

Physical Skills:


  • Sword Proficiency [V] (15AP)
  • Spear Proficiency [V] (15AP)
  • Shield Proficiency [V] (15AP)
  • Unarmed Combat [IV] (10AP)
  • Horseback Riding [V] (15AP)
  • Dancing (1AP)


Magical Abilities:


  • Blooming Hands [V] (15AP): With this ability Glory can sprout hands from any visible surface or living creature. These hands require conscious thought to operate, like any living body part, so the more she sprouts, the less fine tuned her control his. These arms can also be maimed, injured, causing Glory herself to suffer through the pain. These hands possess the same strength and speed as Glory does, and are essentially replications of her own arms.



Trial Story (If Any): Glory, as befitting her name, is the record holder for most rounds fought within Reinhold's arena with her trial; lasting an awe inspiring 11 rounds within the gauntlet. 'Glory', who, before then, had been a dabbler in Reinhold's arena, wanted to make an impression- which she very much did. Using her wits, her physical prowess, and her training and cunning- she bested anyone who came to face her in the arena, man or beast. Growing high on the sound of the crowd screaming her name, basking in their adoration and awe- she gave them what she wanted. Carnage and bravado- by the time she was done the sand of the arena was smattered in blood, herself around with it. After the 11 rounds she held her arms up proudly, basking in the light, the atmosphere.

When Reinhold came down to greet her, congratulate her, give her her new mark- she knew very well where she wanted it. Undoing her armor, she bared her chest, not caring who saw, who was offended or flustered- and asked for her covenant mark to be placed large, sprawling from neck, to pelvis, across her collarbones. Reinhold, unfazed, obliged- and to this day she wears her mark with honor and distinction.

Character History: Born to a wealthy family; Glory was taught that she only needed to open her arms to be clothed, open her mouth to be fed. This life of lavish complacency seemed a prison, in Glory's eyes. Even before her life in the arena, she was a rather...rowdy child. Drinking, bedding whoever caught her fancy, going where she pleased. An 'incident' in her early childhood involving her sister made her into even more of a, what the other nobles deemed, [i]demon
.

She flashed through life with a sense of grace, keen danger, and flippant disregard for societal norms. She proved herself to be, in Reinhold's covenant, brash, yet dedicated, calm, yet fiery and determined- a being demanding and commanding respect- but she only enjoyed it if she earned it.

The only person Glory dotes on is her sister, a mistress of magitech in The Artifice Precept, and a bit of a shrinking violet.

Glory proves herself to be an enigma each day she's alive, and she's keen to keep it that way.
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Post by MethosArchaic 22nd March 2018, 6:40 pm

Name: Carla Vorken, Normally just Carla, Sometimes called Salt Lily affectionately by members of the Aquarian Gloria and other old sea dogs who know her Mother(s)
  Color Code: 7E3817
  Age: 112
  Sex/Gender: Female
  Appearance: Upon seeing Carla there are two things that will be almost impossible to miss, that she has vitiligo and also Orange/Gold (Right) and Blue (Left) heterochromatic eyes. She has long wavy brown hair that goes to just past her waist that she only ties back to swim or work on a patient. Tall at 5ft 11in and lithe, she does little to cover herself, and even her skirts tend to be split at the waist and able to be quickly removed at a moments notice, revealing usually the rest of her swimming attire. She like wearing earrings and jewelry often adding small accessories to her attire.
     https://pre00.deviantart.net/fbbc/th/pre/i/2014/349/2/0/lunetta_by_fdasuarez-d71xj73.jpg

  Current Occupation:Active Covenant Questor, Prefers being active support roll; Medical Assistant/Healer.
  Past Occupations (If Any): Coral/Pearl Harvester, and Shipwright apprentice
  Non-Combat Skills: (19 Points Total)

  • [ I ] Astrology (1 AP)
  • [ I ] Diplomacy (1 AP)
  • [ II ] Empathy Training (3 AP)
  • [ III ] First Aid (6 AP)
  • [ II ] Inanis Lore (3 AP)
  • [ I ] Shipmaking (1 AP)
  • [ II ] Survival [Coastal/Aquatic] (3 AP)
  • [ I ] Whittling (1 AP)

  Hobbies/Talents: Candle-making, and Spearfishing

  Covenant: Aquarian Gloria
  Sigil Size & Location: Covers nearly the entirety of her Back
  Covenant Standing: Delta
  Caster Level: Intermediate

  Blessing Domain:
  ● Blessing of Protection: (3/day) This blessing allows a Carla to place a protective binding around a person or a group of people. It creates a seafoam colored 'barrier layer' which is resistant to magical effects and physical damage. The resilience of this barrier is determined by caster level
  Boon Domains:
  ● Boon of Darkness: With this passive boon, Carla's vision is not impaired by lighting conditions, and can see normally even in absolute darkness and magic darkness-- but only in black and white, rather than in color when doing so.
  ● -Boon of Protection: With this boon gain a passive protection ability- they may enchant one item, and item they hold very dearly, and pass it onto another- granting them minor magical protections. They could just as well keep the item for themselves, but it is more often used as a protection between comrades.

  Stats: (8 points Total)

  • [ II ] Agility (6 AP)
  • [ I ] Endurance (2 AP)

  Notable Equipment:
  Physical Skills: (22 Points total)

  • [ I ] Acrobatics (1 AP)
  • [ I ] Crossbow Proficiency (1 AP)
  • [ II ] Free-Diving (3 AP)
  • [ V ] Pain Tolerance (15 AP); Carla was unfortunately born with an intense inability to feel pain and extreme temperatures, even very severe wounds barely register at all.
  • [ I ] Sprinting (1 AP)
  • [ I ] Spear Proficiency (1 AP)

  Magical Abilities: (16 Points total)

  • [ III ] Rapid-healing [Vigor] (6 AP): Carla's ability known as Vigor, allows her to compress the natural healing of months into mere minutes at it's current level. It can not heal wounds that the creature couldn't recover from naturally, and wounds can heal incorrectly if not properly tended to first leading to possible complications sooner rather than later. As such Carla tends to first tend to a wound with her medical training, and applying a lighter touch of Vigor to hasten it for days or just weeks before double checking her work and going out further.

  • [ I ] Regeneration (1 AP): This ability is a improved but more advanced healing magic version of her Vigor. Once cast, Carla can touch a creature (including herself) and that creature can recover from wounds not normally recoverable from. It will pull together damaged organs or reattach severed limbs as long as it is applied within a short amount of time assuming it hasn't begun to atrophy. However it also can be used on a creature that isn't currently bleeding or dying, if used so it can slowly regrow lost pieces or correct more permanent injuries to their correct state. However the cost greatly strains the regenerating creature, drawing from it's essence to fuel the repairs. As such this can be incredibly risky on ordinary people, and still poses a risk for those with a sigil if they need to rely on their magic during the recovery process. Lost arms and legs recover over months, lesser injuries can takes weeks to recover. This power is far more taxing than Vigor, and using it to do anything but fix immediate damage or reattach limbs can only be done a single time a day as it severely drains her magic. Even using it for the earlier can only be done less than a handful of times at full capacity.

  • [ III ] Inanecho Nexus [passive] (6 AP): Ever since Carla gained her sigil, this magic has continued to grow naturally as her magic has improved without any additional training at all. This ability naturally draws the corruptive essence of the Inanis towards where ever she is, and drawing the Inanis themselves to her as well. To them it is as if she has the taste and smell of the perfect prey, and almost as if she is bewitchingly enticing. The effective range of her ability spans for nearly a mile, and Inanis in this range can effectively smell her at that range. While this ability is dangerous as it seems to make most of the weaker willed Inanis out for her blood, it also seems to greatly reduce the effects of corruption damage/infection. She isn't immune, but can recover from weaker corruption with medical treatment and not magic.

  • [ II ] Spacial Transpositioning (3 AP): Carla can switch the location of any two creatures as long as they are within 100ft of each other, she must be able to see at least one of the targets and know the current location of the other. The swapping is instant, and can easily disorient the creatures moved. This magic doesn't work on objects, or creatures that just died. She can double the distance if at least one of the creatures is herself, but she must see her target to do so.


  Trial Story (If Any): Having been tempered by her parents Carla approached the trail with a bit of fearful dread. After all, she was to be cast adrift at sea for a time. Growing up around and on the sea, this shouldn't have been a problem, she was after all the daughter of Brine and Inirma. However having spent a fair bit of her time among the sick and injured she knew going in what she was likely to expect. That knowledge did not quell the dread, in fact it exacerbated it.

Not to mention she wouldn't be able to take Jirago with her, he was much to large to stay swimming in the sea and the little dingy that Carla was going to be sent to sea with was much to small to carry his heavy frame. No Squeeze would be there to provide succor, only herself and the sea. It was true that those who called 'the pier' there home at land and sea, and while she had run among the legs and tables on the pier she wasn't yet one of them, and some of the stories... oh her naivety.

However she had a lot to live up to, and she truly did want to join so she could make the bunch of salty barnacles of the Pier her brother and sisters. So she pulled up her big girl panties and did her best to make her Mommy proud as took the ropes in her hands and lowered the dingy herself into the water. While she had spent the last few hours with Brine, mostly just talking about anything but the trail, she had tried to maintain a calm dignity at the last moments and thus hadn't looked for her then. However as she drifted away she did allow herself to look back and there she was watching, waiting, to let her daughter know she saw her one last time, before she smiled and walked out of sight.

That was that then. The ship hadn't left sight yet, but there couldn't be anymore finality than that. The clothes she wore weren't her own, they were an aspirants clothes. A simple sailor's outfit done in Polluexia's colors, only her boots and headscarf were her own. While this dingy wasn't made by Inirma or herself probably, it was pretty much the same basic kind you could find anywhere. Carefully over the course of the next few hours she went about working loose a few of the upper most board of the lip of her boat, it wasn't good on her knife but eventually she had gotten two of them free. By then it was nightfall and the dark made it harder to work. However by morning, she'd destroyed her boots, cut part of her hair and made a very crude rain catcher.

Over the course of the next few days, she had fashioned a make shift lure and tackle from a few nails, her hair, and scrap of wood. It wasn't that great but her couple dives into the water hadn't shown her anywhere near land to get some grub any other way. While she made progress in those first couple days, there hadn't been any rain, and she hadn't had any better luck catching anything. She was already growing persistently weaker and tired with each day, even starting to hallucinate. Fever was always the hardest for her to notice, but she new she had one from the other signs she had come to learn over the years. At sea however there wasn't anything to do, and she'd started having fever dreams long.

Having managed to endure the first week by drinking piss from a boot, she was way too over joyed when the rain came. She should have known worse was on its way, but she already was too delirious at this point to do much more than dance in joy. Falling overboard and loosing your boat, before the storm hit.... that would have been embarrassing if she could remember it. Carla had only managed to muster enough strength in the ensuing storm to endure for a short while before being plunged below the waves and passing out. So when she woke up to someone slapping her face gently she wasn't up to any words, she couldn't even understand the words being leveled her way. Carla managed a groan, a coughing painful groan, being turned over onto her stomach to cough up more sea water she wouldn't have drempt was hiding out in her fleshy windbags. In her delirium she thought the hand on her back was her Mother Brine, caressing her after pulling her up from a failed dive. Until it turned into the sensation of cuddling a gentle electric eel then followed quick as a flash by a cold wave of comfort and her hacking turned to tears of joy at being alive.

When she had finally awoke, sane, it came as something of a shocking surprise to find out her fever dreams of failing the trail and being captured by pirates had been the exact opposite, well the water works had started all over again.



  Character History: Before showing up at Nyx's Hearth Carla lived with her birth parents Jack and Willa Vorken, hopping from outskirt villages every few years. Jack had been purged for illegal Inanis experimentation and Willa had been excommunicated for failing to distance herself from her husband and possibly being an accomplice in his experiments long before Carla had been born. Eventually the two had conceived their daughter but their experiments didn't end with the new bundle of joy. In the end, their experiments came to light as they where found out when a person trying to undergo Nyx's trail came to their village. While the aspirant had went back to turn over his findings, Jack and Willa had tried to burn their bridges behind them only to accidentally run into misfortune with their experiment subjects that attacked and infected them both. Willa trying her best to seek redemption, killed her husband and put a stop to the whole nightmare he had started. Already succumbing to corruption herself, she removed her own essence crystal and sent her daughter along with her pet protector to seek her former Mistress along with the other refugees fleeing the escaped creatures.

Turning up on Nyx's doorstep weeks after Nyx's raid on her parents lab and waiting patiently with her High-Turtle companion, Carla made sure to come day after day to watch the people come and go. With only a sketch of Nyx as a guide, she pretty much loitered and avoided everyone else as best she could. When Nyx finally did find the girl, she surely had little idea that this was Jack and Willa Vorken's daughter, possibly even mistaking the little scratched up girl with her mismatched eyes as a possible bastard child of Reinhold. Asking questions, Carla explained that her mommy had killed her husband and ended his sick experiments, sending both her and his essence crystals in hopes of redeeming her daughter and providing proof. Carla was questioned but at only 15 years old she made a poor eye witness, she did however turn over her parents essence crystals insisting that she didn't want to owe the Nice Lady anything even with the knowledge that they were worth a good amount of money. Insisting as only an adamant child can, Carla had asked Nyx to adopt her, she could even keep them to pay for Carla and Squeeze her Jade High Turtle.

Nyx had taken the gems and then found Carla and Squeeze a new home who could understand what adopting a little girl who didn't feel pain and a magic intelligent high-turtle. Carla had been a bit heart broken over the whole thing, but eventually they'd been able to make her sort of understand, after all Progenetors didn't make a habit of having kids or adopting them. Her new mothers Brine and Inirma, both adopted the little girl and raised her up right. Adopted into the household of one of Polluexia's ascendant, she naturally was brought up learning about swiming, fishing, and all the joy of a life with the sea.

Since not feeling pain led to many injuries, and owing her happy life with her parents to Nyx, Carla sought work at various clinics along with helping mom Inirma with ship building. Over the years she devotion to the medical trade flourished and she studied avidly the medical arts. While capable enough to be a doctor in her own right, Carla hasn't ever settled down and opened her own practice due to her condition. Instead she continues to actively pursue quests and help as just about anyone she can.

Though many had assumed she would join Nyx, it didn't come as a surprise to either of her parents when she underwent the trail to join Polluexia. Carla didn't ask her parents to vouch for her, instead she wanted all her hard work helping people to stand on it's own. After all their head strong daughter didn't want to join the Sea Goddess just because she was Brine's daughter.

After passing her trail, she had set about her first few missions excited and then fearful as all but one of her first couple missions had inadvertently run afoul of Inanis. Her missions had been called to a temporary halt, when they had at last figured out that she herself was drawing the creatures. Fearing that she'd be the cause of her teammates death she dove herself into magical studies and also into trying to find as much as she could out about the Inanis. This of course sent up some Red flags and some of Nyx's Covenant had intervened under suspicion that she was pursuing the Vorken's work. This brought to Carla's attention her birth parents crimes, as she hadn't been aware of them. While she continued to pursue learning about the Inanis, it was purely in the pursuit of saving lives and she made sure to keep herself distanced from anything that could be incriminating. Even doubling down and seeking additional lessons in connecting with people, working diligently to stray as far from the darkness as possible.

Through out it all though, she had kept her lifelong friend and companion Jirago whom as a child she had mistakenly called Squeeze. He often accompanies her on missions but has long since become too heavy to swim and join her on the sea. While she continues to try and find a suitable magic to bring their relationship closer magically, she has yet to find one that she is suited to as well one that will also help Jirago. The pair has contemplated undergoing Crystal Coalescence but has so far refrained, as they view each other more as siblings than life partners.

Though she is always cautious to enter battle directly due to her lifetime of training to cope with her disorder to not feel pain, and while Jirago often fights hard enough for both of them, that doesn't mean that Brine didn't teach her daughter a few tricks just in case. Even with her medical training and focusing on her role on supporting her teammates as a healer and back line fighter, she often doubles down and goes to regular medical examinations (just in case she misses something herself). She has taken not to few missions with inanis hunting or trapping teams to assist them with finding the creatures, and keeping areas free of the creatures. She isn't above putting herself as bait, though she still is hesitant even as resistant as she is to their corruptive touch. While she was known as a fearless child, she tempers it with a wary caution but still at times that fearless nature can still seep its way to the surface.
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Post by Geotrix 31st August 2018, 6:07 pm

Name: Jonah "Jynx" Cadwaller
Color Code:+++++++
Age: 72
Sex/Gender: Male
Appearance:
https://i.pinimg.com/originals/fc/f0/0f/fcf00f7f9ec7b67f7f1deb0c3107ed2a.jpg
Current Occupation: Deckhand, training to undergo the trials. Below average wealth, well adjusted to his status.
Past Occupations (If Any): Waiter, Delivery Boy
Non-Combat Skills: Sailing II(3AP), Free Diving I(1AP), Swimming III(6AP)
Hobbies/Talents: Cooking

Covenant: Polluexia
Sigil Size & Location: Unmarked as of yet.
Covenant Standing: Prospect
Caster Level: N/A

Blessing Domain:

Boon Domains:



Stats: Endurance III(12), Agility I(2AP), Strength I(2AP)
Notable Equipment: Shield with a sharpened edge
Physical Skills: Defensive Fighting III(6AP)
Magical Abilities:

Trial Story (If Any):
Character History: Having spent most of his life living within his simple means, Jonah is dead set upon making a difference in the world, motivated by a need for purpose. He understands that there are others who see him as naive and unworthy, but this is the path he's chosen.
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