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Post by Guest 8th June 2012, 7:27 am

Name: Donovan Lucianos

Gender: Male

Age: 27

Alignment: Lawful Neutral and at even Lawful Good when he is brave enough.

Guild: Sheherazade

Symbol/Tattoo Location: His left forearm.

Desired Guild Rank: C

Appearance: 5' 9", 143lbs, black hair layered in spikes down to his shoulders, dark blue eyes. Tends to wear loose-fitting yet proper apparel that a scholar would wear. This can vary from robe-like outfits to collegiate attire. Example

Home Country: UMS

Occupation (if any): Linguist, Etymologist, Anthropologist, Archaeologist.

Skills/Magic Ability (if any):
Etymon - Donovan has the power to utter the true name of an item and thus gain supernatural control over it. For example, if he says "xyphos" (sword) and then "barys" (heavy) his magical energy makes a target sword profoundly heavy. This is his most noted instance of his power in battle.

Limits:
-He must be able to see and sometimes point at the object to direct his magic flow.
-Must speak without any problems and enunciate the words perfectly.
He tends to get flustered in heated combat and stumbles over his words.
-Must know the name (in Greek or sometimes Latin) of the object in the first place.
-Limited magical energy and must rest to restore it by entering a trance state or sleeping.
-The more someone fights his ability, as with the "heavy sword", trying to still lift it and use it, then that resistance drains his magic power, but he has a lot of power against one person physically resisting.
-The more objects he tries to apply the ability to (multiple swords) the weaker the effects are and the more it drains him.
-He cannot apply his magic to living things, but he thinks that maybe one day he can.

I will send Leah a list of true names and effects he knows.

History/Back Story:
Donovan was an orphan from a young age. He does not remember his parents much at all. He was told that they were magic users: his mother, Rhianna, in a newly formed Rhodes shielding her guild mates, and his father, Amantius, used his power to bend metals into sculptures. Both were killed in an accident in a runaway passenger carriage which eventually plummeted over a cliff. His mother tried to shield everyone in the carriage, but her power shattered on impact and the backlash killed her from shock. Donovan was safely between his parents though. His father was impaled by a splintered shaft of wood and died crying over his wife but shed tears of joy that their son lived. Most of the other people in the carriage survived thanks to his mother and a modest statue of his parents was placed in front of Rhodes Guild Hall. Rhodes set him up in a good orphanage until he turned 15, and they offered to let him join any Guild he pleased or any profession. Donovan liked to study and read about other cultures, especially those long past, so Sheherazade was his immediate choice. He has been with them ever since. His power must have influenced him for it surfaced only 2 years later at 17 when he spoke the true name (Greek word) for a tablet (diphthera), and he felt his magical energy attach to the object. He later learned to apply an action to the object. For the past ten years he has been deciphering old languages on artifacts and piecing together the meanings of this lost world not only out of interest, but also to improve his magic.

He was recently assigned by Rex personally to watch over Vicisulo since the Guild Master knew that if the creature woke up, Donovan would be the best suited to try to communicate should it speak a language.


Last edited by treomatos on 11th June 2012, 2:11 am; edited 1 time in total
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Post by Vye 10th June 2012, 3:15 pm

NPC - My main NPC that could make an appearance in quests and major plot scenes

Name: Chance Hayley

Gender: Male

Age: 22

Alignment: Lawful Neutral

Guild: Ferrum Coordinator

Symbol/Tattoo Location: On the back of his left hand

Desired Guild Rank: A

Appearance: 5ft 8in, 130lbs, Lean build, Fair skinned, Straight, silvery white hair cut just below his jawline and also braided into a small ponytail, Thin, rectangular glasses with a silver frame, Wears a white suit, shirt, and pants with a red, oriental dragon design on the left side running from the pants leg up to the shoulder, Also wears black shoes and white gloves

Home Country: UMS

Occupation (if any): Rodimus's Assistant

Skills/Magic Ability (if any): No magic ability, but is proficient in martial arts and archery. Chance uses a custom-made bow and special arrows that can pierce light armor

Limits:
-Can aim accurately up to 5 yards
-The most arrows he can fire at once is 7 arrows, but his accuracy drops sharply
-Fires arrows with his right hand
-Better at going after vital points in both archery and marital arts instead of doing heavy damage

History/Back Story: Chance knew Rodimus since he was a child since both of their parents were friends. Chance treated Rodimus as a big role model and followed boy wherever he went. Rodimus chose Chance to be the first one to witness his powers, and the child grew eager to get powers of his own. That's when he set out to grow strong, like Rodimus, through whatever he could find. At the time, he found a dojo and an archery school. Knowing that he had no magical powers of his own pushed Chance to work harder than any of the other students in his classes. When Rodimus started his own Guild, Chance wanted to be a part of it from the beginning. Finding a good place for Chance was difficult since he had no particular talent in metalworking, but Rodimus decided to make Chance his assistant because of his organizing skills and sharp thinking.
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Post by Guest 11th June 2012, 2:52 am

Name: Marin Vertine

Gender: Female

Age: 38

Alignment: Whatever Valerie wants her to be. Usually Lawful Neutral.

Guild: Virago (unestablished)

Symbol/Tattoo Location: Etched into her sword. She cannot get tattoos through her scales.

Desired Guild Rank: S

Appearance: 6'0", 192lbs OF MUSCLE, Second from left. She has scales all over her body which makes her green with patterns of darker green. Her eyes are completely bright yellow excepting the black pupils.

Home Country: Sarrice, Coastal Village

Occupation (if any): Sell-sword, Senior Member of Virago, aka Valerie's Right Hand.

Skills/Magic Ability (if any):
Lady of the Sea - Marin was born with her magic which makes her akin to a creature of the sea, and it is out of her control and always "on." She can:
+ Breathe underwater
+ Swim as fast as a dolphin
+ See in low light
+ Control water on a basic level, mostly making it flow with her to make her move like a tidal wave.
+ Sense electrical currents in the body giving her an advantage in locating people and animals, but it is not as strong out of the water. Same with smelling blood.
+ Greatly resist or be immune to poisons/toxins of water creatures and most snakes.
The last bit is her scales make her strong against most elements and elemental magic, even fire, and most especially water. However, she is very weak to lightning/electricity.

Her magic is somehow not as impressive as her sword skills. She was taught how to draw her sword in one swift movement to completely disable or kill her opponent before they even have time to react. Her reflexes and motions are nearly imperceptible to the eye for regular fighters, and even the well-trained have trouble following the blur or movement. Her sword is honed to a razor edge and she rarely blocks with it, but moves out of the way of oncoming attacks with ease. She can strike down arrows and small projectiles with her sword, but only so many at once. She has been known to cut through others' swords and armor with a single, powerful cleave.

Weaknesses:
- Lightning or Electricity - shocks her senses to uselessness and hurts her immensely.
- Dry climates - Her gills and scales will dry up at some point. Her scales can "lock" to hold in moisture and even block fire, but eventually her gills will give out and her body will dehydrate quicker than a normal person.
- Her eyes cannot stand flashing light. They are too sensitive.
- Some normal foods are actually poisonous to her.
- Certain creatures of the sea and sweet water are her friends, others are her enemies. Some will help her, but others will attack her outright viewing her as a threat.

History/Back Story:
Marin does not talk of her past as a child, and she does not say who trained her in her sword style. Valerie does not ask. As far as anyone knows, this woman came from a coastal village in Sarrice, and some say she even walked right out of the sea. As a mercenary, Marin was unstoppable. Any opponent, any threat, she conquered over until she ran into Valerie. They both were assigned a mission, and both wanted to collect. So they reached an agreement, only one would get to finish the task alive. Valerie's fighting style was brutish and yet refined, her magic was a perfect compliment of complex yet subtle in approach, and though they fought for a long time, Marin eventually conceded when she realized that even if she could somehow strike a deathblow on Valerie, there was no way she would allow someone of such vital and, yes, primal determination to die. Inspired, she threw down her sword and bowed to her. She swore that she would work for her, and there was no reason for them to fight if their goal was the same. She has been true to her word ever since.


Last edited by treomatos on 26th June 2012, 6:10 pm; edited 3 times in total
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Post by Guest 11th June 2012, 3:37 am

Name: Carmen Aljuvis

Gender: Female

Age: "How rude!"

Alignment: Lawful Evil -> Neutral Evil when law is too constraining

Guild: Virago (Unestablished)

Symbol/Tattoo Location: On her back, right in-between her shoulder blades.

Desired Guild Rank: S

Appearance: 5'6" but tends to wear heels, 126lbs, curvy body, Fourth from left.

Home Country: Holstein Kingdom

Occupation (if any): Diplomat, Mediator, Courtesan, Escort to Nobility, Mercenary for delicate missions.

Skills/Magic Ability (if any):
Carmen can use a whip with masterful ease. She can strike in the blink of an eye, hit a fly in mid-air, and lash a person in areas to disable their limbs one by one. Small compartments inside the wicked tips of her whip even carry a paralyzing poison that she uses only in times of great need.

Charming Enamor - Carmen's magic has multiple aspects.
+ She can charm and completely control one person of either gender. She must make eye contact with the person to initiate the charm and she must be able to talk to the person. She must contest their will a moment to take control. She can command them to battle for her as well.
+ For multiple people she can sway them with optical illusions (enamor) that bring on distractions such as making them think they are wealthy, powerful, or whatever their heart desires. She can also become magically beautiful to stun men or even women attracted to her.
+ If she has sufficiently charmed one person and brings them to submission she can drain the energy from their body and their magical energy if they have any. It's a process, not immediate. (Energy Vampire)
+ If someone allows her to charm them, she can enhance their abilities both magical and physical, but they must completely give in to her, and it will only last for a limited time. They also will not be in control. Carmen will, so she must have a good grasp of how their abilities work.

Weaknesses:
- If Carmen or her target person is blind (or even closes their eyes before she makes contact), Carmen cannot speak, or the target person cannot hear, then her charm will NEVER work.
- If a person has a magical eye power then she is vulerable to its effects, but she can attempt to suppress the power, which will take much longer for her to complete the charm.
- Until she has full charm on them and commands them into a battle rage, a normal strike to the person or to her, or even a loud noise or bright light can break her charm's hold. A full charm takes about a minute and a battle rage takes another minute or two, but she has to command the process to initiate first.
- Carmen's charm only lasts for so many hours depending on the will of the person charmed, 2 hours at least for the strongest of will, and up to 12 hours for those of weak will.
- For the enamor, it will have effect so long as she can focus but if the people are of strong enough will or focus to not be distracted then it obviously won't work.
- Carmen must move her hands and body a certain way for her enamors to work. If she is bound or pinned she cannot cast it.
- When Carmen drains energies from a person, she is completely involved in the magic and open to attack. She has tunnel vision of sorts and gets a great pleasure from draining someone's energies. She chooses when to end the energy drain unless the connection is broken.

History/Back Story:
Born of a noble house in the Holstein Kingdom, Carmen was bored. Very bored. When she was a child she learned how to use a whip since she liked the effect it had on animals like horses and dogs, but she wanted to apply it to people. As a teen, she liked to plot ways to defame and depose of other women she did not like or charm men into doing whatever she pleased, but the politics got dull quickly. At some point she decided enough was enough. She took out her stores of money along with raiding the vaults of many noble men she charmed and traveled in luxury throughout Nomespin looking for something worth her time. She came across the Guilds, and caused trouble for some of them (about 10 years ago), but they were boring as well (especially Quinsenterra.) Moving about on a whim, Carmen eventually ran across Valerie (8 years ago), and Carmen tried to contest the other woman seeing she was strong of will. Valerie was completely immune to her charm, and her enamor, and so she just walked up to Carmen, blocked her whip with her gauntlet and bashed Carmen in the head with her mace, which thankfully was not sporting its spikes at the time.
Carmen was impressed to say the least and has worked for Valerie ever since the incident. (After recovering of her concussion of course.) She is the one who had the deed to the old manse that is now their headquarters. And to think, she had almost burned the ugly old paper along with the ridiculous old house.


Last edited by treomatos on 12th June 2012, 7:08 am; edited 1 time in total
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Post by Guest 11th June 2012, 4:31 am

Name: Matilda DeCarn

Gender: Female

Age: 19

Alignment: Neutral Good

Guild: Virago (Unestablished)

Symbol/Tattoo Location: Wears a pendant made for her.

Desired Guild Rank: S for magic, D for control of magic, F for physical prowess

Appearance: 5'4", 91lbs, happy and shy expression usually plastered to her face. Fifth from the left.

Home Country: UMS

Occupation (if any): Magic Attunement, Virago missions requiring brute force.

Skills/Magic Ability (if any):
Matilda is gifted with a powerful magic. Her life-force is similar to a pure magic flow. This allows her to unleash attacks as powerful as forces of nature, and with barely more control, at a great cost to her physical energy. She can even break nature's laws with her magic, but it is very draining. Anything she does forces things to happen using her own life-force to feed the phenomenon.

She can also assess and understand another person's magical ability without them having to use it. She can "see it in their aura." She can also gauge a magical item, getting a basic idea of how it works or at least what element or power it might be aligned to.

In the past she has...
+ Wiped out an army of over 100 men by sending a thunderstorm tornado at them on a clear day. They scattered about the battlefield and were too frightened to regroup.
+ Broken barriers of many types, physical and magical. Walls of solid stone to force fields of master magic users.
+ Confronted a male mercenary getting in Valerie's way and reduced all his armor and weapons to dust with just a touch.
+ "Pocketed" a firestorm from another magic user in her hands and turned it into a surge she slammed into the ground that knocked the other magic user into the sky. Fire and stone rained from the blast and the magic-user landed on the ground burned and stunned.
+ Sent a barrage of small spells so quickly that even Valerie could not dodge every one while using her illusions.
+ Redirected another person's magical attack since it is easier for her than making magic out of thin air. It still tires her to some degree.
+ Restore magical energy to others if she can attune herself to their power. It takes time and she has to know the person well or at least spent a lot of time around them. It makes her useless for 3 days afterward.
+ Broken magical spells, curses, or magical restrictions placed on people. But it takes a lot of time and focus.

Weaknesses:
- "Small" spells still use up a lot of energy. Making a fireball out of thin air takes a chunk of energy from herself, and might keep her from being able to cast a "big" spell without a little rest.
- Matilda is usually a one-use powerhouse. She does a ridiculous spell, but it takes every bit of her energy and more than half the time it makes her pass out. It is all she can do to stand after she uses a strong spell. She then must rest for a complete 24 hours including eating and drinking enough for three people her size, and plenty of good sleep.
- Matilda cannot always control her power and her allies must stand out of range so as not to be affected. Even under control she has a chance of harming people unintentionally.
- She can be injured if her powers get too out of control. Usually needing medical attention and bed rest for almost a week or more at times.
- She is greatly restricted by her own conscience and what she feels capable of doing. She will not kill except to protect her life and those of others. She does not hurt others for any reason except in battle. She hates to use her powers should she feel too forced.
- The only thing she cannot do with her magic is heal wounds or illness.

History/Back Story:
Matilda had a good life that was pretty much normal. She was middle class, had little she wanted for, and loving parents. Her brothers and sisters treated her well. When Matilda's powers awakened at 10 years old, she accidently destroyed her house when having a bad nightmare. The windows blew out, the doors erupted and the doorknobs melted, the frames and beams buckled. Thankfully, she and her family got out with minor injuries, one brother was pinned under beams, but safely removed, and a sister broke one of her legs on the collapsing stairs. At age 11, Matilda was angry at another girl and went to slap her, but the girl was blown away by a powerful gust of wind, and found herself stuck in a tree with both of her arms at unnatural angles. Matilda realized then she had a dangerous power. She tried to suppress it and ignore it, but the pent up energy caused more damage until she was 15. Valerie came to her town, hearing of the dangerous girl. Valerie eased the girl's mind and said she would put her powers to good use. It took months of checking in on Matilda, but eventually she felt she could trust Valerie, and decided to join Virago.
Since then, Valerie has painstakingly worked with Matilda for the past 4 years to hone her power, get better control over it, and not fear using its devastating release. She did not bother to train the girl physically and always swore she would protect Matilda no matter what the cost to her. Valerie has always upheld this oath.
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Post by Guest 11th June 2012, 5:21 am

Name: Joan Marx

Gender: Female

Age: 24

Alignment: Lawful Good

Guild: Virago (Unestablished)

Symbol/Tattoo Location: Her belt buckle.

Desired Guild Rank: A (almost S) for sword skill, C for magic.

Appearance: 5'8". 128lbs, serious and no-nonsense, but smiles often, First on the left.

Home Country: Sarrice Kingdom

Occupation (if any): Bard (Novice), Vassal for the Crown of Sarrice, Sword-for-hire, Light weight sword instructor. Metal Sculptor (artist)

Skills/Magic Ability (if any):
Joan was trained from a very young girl at age 8 on how to use a rapier, foil, or epee. She moved on to short-swords like the bastard sword, the gladius, chinese sword, cutlass, sword-breaker, and so on. By age 18 she was not only a decorated swordswoman but she was put in the Prince's personal guard.

Metal Sculpting - Joan's magic is the ability to change the size of metals, bend them to shape, and even animate metals for a short time.
+ She can make her sword or shield bend and expand or even retract into pocket-sized weapons. They increase in density so they are heavy little items, but are undamaged by the increase/reduction.
+ She can animate and move metal as she pleases, but unless it has a looped action it requires a great amount of her magic stores.
+ She can bend a chunk of metal into say, the shape of a horse and ride it if it is of sufficient size. Riding is a loop she can establish and "tie" the motion into the metal which can then be turned on/off, sped up, or slowed down. When off the effect remains dormant and so will last longer and not require but a pinch of energy to turn back "on."
+ She can break a lock or latch by forcefully removing all of its internal parts.
+ She can "feel" how pure a metal is, and know its weak points.

Weaknesses:
- Joan must make physical contact with the metal for her power to take effect, and it takes a few seconds if small or the size of her weapon, but bigger items can take minutes.
- If another person, magical or not, is touching the metal at the same time or even a slight current is running through it, this disrupts her power and NO effect will take place.
- Raw ore is hard for her to manipulate unless it happens to be naturally pure. Same goes for alloy metals weakened by the combination.
- Her animation of metal in a loop lasts for about an hour for say the horse technique, but it can last much longer for naturally smaller amounts of metal. She can re-animate the horse, but at a greater cost to her power reserves.

History/Back Story:
Due to the competitiveness of her father, Joan was taught the sword from age 8 as mentioned above. She impressed judges in sword-play all over the nation, and was noted as a rising star. In time, she was requested for training as the Prince's Royal Guard and accepted immediately. Over time, Prince Tarren began to develop feelings for Joan, but his advisers would have nothing to do with the middle-class woman. She never knew his feelings for her either. The advisers plotted ways to move her elsewhere, and realizing this, Prince Tarren decided to look for a place at least of his choosing. The fame of Valerie's mercenary group called Virago had spread across the lands, and he heard mention of their great deeds and ability to accomplish any task. Delighted, since he felt this matched Joan's serious attitude and dauntless personality, he sent a royal message asking Valerie to take Joan under her wing for "further training." Valerie agreed to a meeting. She questioned Joan relentlessly, tested her skills without rest, and tried to break her mentally with her illusions. Joan passed every test and they were mutually impressed with one another.
Joan joined Virago only two years ago, but since that day, Joan has been a great follower of Valerie's. She still misses her days at the Castle with Prince Tarren, but she does not regret his decision in sending her to such an outstanding woman to learn from. Valerie and Joan do not always see eye to eye, and they get into arguments over morality, but they respect each other and have never come to insults or blows.


Last edited by treomatos on 26th June 2012, 6:13 pm; edited 1 time in total
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Post by Vye 12th June 2012, 5:18 pm

NPC - NPC reserved for the Ferrum Coordinator quest

Name: Atticus Theymary

Gender: Male

Age: 25

Alignment: Lawful Neutral

Guild: Not in a guild

Symbol/Tattoo Location: N/A

Desired Guild Rank: N/A

Appearance: Average height, Round body, Smooth, black hair, Brown eyes, Wears a police uniform that fits loosely around his body.

Home Country: UMS

Occupation (if any): Crime investigator

Skills/Magic Ability (if any): No magic ability

Limits: N/A

History/Back Story: N/A
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