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A Renaissance Fair; Charecter creation
Topic Started: Jan 5 2009, 08:46 PM (1,176 Views)
Immortalblade
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Why so serious?
TO BE ALTERED

Rules:
Will be changed as issues arise.
Don't be an idiot while making your charecter. Remember all charecters must be approved before they may be used.

Charecter Template

Name:
Your charecters name. Try to make it pronouncable

Species: If you are not a human I want to know everything about your species. What they look like, what they eat, there history, there culture, what they worship. Everything. Also try to make it as detailed as possible.

Gender:

Height:
How tall your charecter is.

Appearance:
What your charecter looks like. make it as detailed as possible so we all know what your charecter looks like. Try not to include armour as it will eventually be changed.

Personality:
How your charecter will react to situations, if its crazy or anything you can think of that relates to your charecters personality.

History: What has your charecter been doing up to now? How did they start adventuring? What was there childhood like? Are they out for revenge or to find a lost heirloom? Put anything that relates to your charecters history here as you may use it in one of the plots.

Epuipment:
What weapons, armour and other things your charecter will use in defense and offense. Remember you will probably edit this as the RPG progresses. Also try to keep it in the vein of the period. Also try to keep in mind that many weapons and armour are expensive and very heavy before decking your guy out in full plate mail.

Powers:
Ok here comes the fun bit. What abilities, spells and other stuff does your charecter know? Is he a mage with the powers of the cosmos at his beck and call or a lowly swordsman who just knows how to use a sword exceptionly well? Just remember you may have to update or change your powers as the RPG progresses. Also keep in mind that charecters will "level up" so if your weak and you can only light small fires you may eventually get the abilities to throw meteors down from orbit. Just remeber don't be an idiot while making your powers.

Anything I missed:
Feel free to add in anything you would like to add but doesn't fit into the above catagories.

Charecter I will be using:
(yes he is based on Richard from Looking for Group)

Name:
Ludwig van Johnathon Leonardo Brian Petersen
Prefers John

Species:
Deceased Human

Age:
At time of death: 23
Current age: 357

Gender: Male

Height:
178 cm (5' 10")

Appearance:
Images taken from google
Posted Image
Close Up of John's Face and body

John was originally a pale, thin man with shoulder length black hair and green eyes. Since hes been technically dead for over three hundred years of course some changes have happend to him. His skin is stretched over his bones, all colour long drained away from his skin. His eyes have long since disappeared, in there place are what appear dully glowing spheres of yellow light with no apparent pupils. However he is remarkably well preserved, with no external signs of rot. In order to hide the fact hes basically a walking corpse he continually hides his face behind a large scarf and the hood of his cloak, though his eyes are still visible. His clothes look like theve been patched together poorly and look like there made of garments scavenged from random travelars (they where). He wears what looks like rags tied around his body underneath a typical peasent outfit. Overtop of which he wears a tattered monks robe with the lower part torn away for better movement. The only thing that doesn't look makeshift is his cloak, which though allows him to move without tripping over it in combat hides his face remarkably well (though is yellow glowing eyes are still visible). He also wears leather backed gauntlets and light travelling boots. He is right handed.

Personality:
John is best discribed as a greedy homicidal sociopath. He is perfectly willing to slaughter maim and burn all who stand in his direct line of sight (and he has a few spells for those that arn't). However he understands that killing large amounts of people can lead to alot of unwanted attention from the church. He also will travel with various adventuring parties and not butcher them in their sleep (no matter how much he wants to) because slaughtering everyone is not a great way to ensure your survival. He also likes money (Scrolls arn't cheap you know!). However if whatever profesion he is in asks him to kill anyone he will happily carry out the order, not afraid to use all the powers at his disposal to accomplish his task.

History:
John was born into Nobilaty and enjoyed a comfortable, if boring childhood. Because of his boredom he naturally turned to books for the answer and the books told him to turn to magic. Practicing continually he eventually was accepted into a mage acadamy (long gone) and passed at top honours at the age of 15. Of course like any curious 15 year old he eventually experimented with forbidden magic, funny enough this did not yeild any disatorous results. As his knowledge grew he became more and more focused on learning all types of magic thus leading him to being dubbed a warlock by his fellow mages. He began to seek out various magical entities (some good, some evil) and probbed them for answers to his questions. One night he was about to go searching for the legendary Swamp man (was a big frog who couldn't cast a spell out of a paper bag) he was woken by a strange figure. He could see what it was except for what appeared to be a shapeless mass of darkness. The creature told him he would never be able to learn the amount of knowledge he wanted too in his life time. It told him it could grant him eternal life to carry out his wish of learning everything. In a half-asleep stupor brought on from weeks of long travel (and that damned dwarven ale!) he agreed and he was suddenly struck by some sort of black lightning (thats why you never sleep outdoors durinhg a rainstorm kiddies!) and killed instanly. Or John assumed he was killed instanly because when he awoke the next day his heart had stopped beating! After that his body slowly became corpse like and hes was forced to hide his appearance. Relizing he had been turned into some sort of undead creature he then decieded to do what any person who can not be killed by tradtional means would do. Go on a rampage :happy: ! Of course this ended quickly when he relized he could still feel pain and taste and get tired like a normal human (How he learned that he could still taste is a tale he never has related to anyone). As time passed he found it increasingly harder to disguise himself so he devised a plan that whenever things would get too hairy he would retreat into a random graveyard, go into a tomb, kick out its previous occupant and basically send his body into hibernation for a few years (sometime a decade or two). Unfortunally to often has he had to dig himeself out of tombs as no one seems to think that a opened tomb does not need to be resealed. In the last few years he has decieded it is time to restart his search for knowledge and power. Unfortunally in this day and age knowledge and power require large sums of money. Something he unfortunally lacks.
For the moment at least.

Equipment:
John has no armour at all on his person at the moment, however he does have some form of defense.
He currently has a slightly rusty Bastard Sword and a not as well used dagger.

Powers:
John has a vast resevoir of spells at his diposal. However they arn't what you would call world ending. Though he has studied and uses magic from most schools of magic (except devine for obvious reasons) his favorite form of magic is Tainted magic (hes undead what do you think he uses?).

Offensive spells: Johns favorite form of magic. Everything from Fireballs to ice shards to balls of shadow, he loves it all. However due to the wide range of subjects he knows he is not as proffeciant at spells as those who use certain classes exclusivly. However there is always room for improvement.

Deffensive: John knows how to cast a few barriers and fire shields. Thats about it. John believes that causing the enemies skeleton to pull it self out of its body is a good defense.

Summoning: As any magic user will tell you summoning a elemental or golem to help you is a good way to avoid unnecessary violance. Since John believes in the exact opposite the creatures he summons are usaually uncontrollable. This is one of the few types of offensive abilities he uses rarely.

Other skills: John as the son of a noble learned how to use a sword. Since then he has honed his skills (especially since the church likes to mess with his spellcasting). He is an excellent swords man and decent with a gun.

Undead abilities: Since John is undead he can not be killed by traditional means. So if his arm or head is cut off or his heart peirced he will not die. Unfortunaly he can not heal himself, leading to some akward explanations when he is carrying around his arm or head when it has been cut off and he is not bleeding to death. Also he can still feel pain, leading to him being very annoying when hurt and no one will heal him. Of course healing magic can still heal him, the only trouble he has is when no one is willing to heal him.

Notes:
Ill probably edit this charecter as the rpg progresses.
Edited by Immortalblade, Mar 1 2009, 09:48 PM.
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MikeV37
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Class: Bogatyr

Name: Varsonofii Avkakiivich

Species: human, Rosk

The Rosk do not live like the Lorlyn’s. Their culture is about a century behind, as the Lorlyn’s prospered while the Yuktobanians were under the oppressive rule of the Saptarian lizardfolk. Recently, however, things began to change. Igor has proclaimed himself czar of all of Yuktobania, and, while some city states resisted, he is slowly making his claim a reality.
The Religion of the Yuktobanians is much the same as the Church, but with subtle differences. The most significant difference is that the practice of magic is unrestricted in the lands of the Rosk. For this, the Church has branded the entire Rosk religion a heresy and has even rode out in crusades against Yuktobanian city states on several occasions. These crusades were rarely successful, the greatest loss suffered by the Church being the battle of the Ice where almost 400 knights were frozen solid at the hands of Rosk mages as well as the Great Ice Wyrm, Golaya’Zhaba.

Gender: Male

Height: 7’1”

Appearance:

As most Bogatyr are, he is large. While the Lorlyns create new machines of war and the Hanok perfect their martial arts, close to none can match a Bogatyr in brute strength. He is in his mid 30’s, an old age for people in those times, and holds a full beard. His hair is brown. Scars cover him from years in battle.

Personality:
His personality can fluctuate between icy cold and warm and accepting in a matter of seconds depending on those present near him. He is unwilling to listen to strangers but can open up a surprising amount to his friends. Or when drunk. Even when drunk, though, he is able to keep his cool and keep clear judgment as though he were on a battlefield. He likes to have an objective in mind, and, once he receives his objective, he will stick to it until it is done.

History:
In the new Yuktobanian empire, there is little place for People such as Varsonofii. He served his lord as best he could, but the knyaz of Tveren was executed for calling Igor “no better than the Saptarians.” The empire needs not heroes, only soldiers, and Varsanofii couldn’t give up his pride and join the same army that took his city. He now travels the world in search of fun, profit and helping those less fortunate.

Equipment:
Varsanofii carries his father’s sword, which his father received from Varsanofii’s Grandfather, and has traveled through generations of his family. In all the years it’s been used, it never needed sharpening. Whenever someone of their bloodline wields it, a surge of power and strength pushes through them and the sword itself seems to want the enemies blood. On it are carved a cross and a strange symbol which Varsanofii was unable to decipher. It resembles +6

Powers:
Varsanofii can easily intimidate people with only a glance of his eyes. Whether this is a magical effect can be debated, but only the strongest of will and purest of heart can hold out against his stare for long.
Wounds heal unnaturally quickly on his body, and on those he comes in contact with if he so wishes. There are no flashy magical effects, but it heals as fast as a cure light wounds touch spell or a cure moderate wounds on self. If his wounds are deathly, he is able to cure sever wounds himself, after which he is tired and powerless for at the very least a few hours.
The Bogatyr are unnaturally strong with all martial weapons. They can also perform amazing feats of strength, impossible to the normal man.

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Kranford T. Butcher
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The Count
Name: Delatton Starfist

Race: Drow elf (it's a bloomin' dark elf! What more do you need to know!?)

Class: Monk of the Void (a combination of a monk and arcane spell caster)

Gender: Male

Height: 5'9"

Age: 248 years old

Appearance:Posted Image
When Delatton uses his magic to alter his appearance, he looks something like this Posted Image

Weapons: Delatton has two weapons (although he rarely uses them). One is a Sai (traditional blunted shaft), while the other is an incredibly wicked tapered tonfa (tipped with adamantite at both ends). The sai is made of adamantite. The techniques for their usage are found behind the links below.

http://en.wikipedia.org/wiki/Sai_(weapon)
http://en.wikipedia.org/wiki/Tonfa

Aside from those, Delatton himself is practically a weapon, with a little more than a century's worth of martial arts training under his belt.
(note: Improbable as it may sound, it is very possible to use the sai prongs to tear gashes in someone's throat. Some of Delatton's attack routines involve using the sai in this manner)

-Equipment of note-

Bracers: The only thing that Delatton has that even resembles armor, these adamantite bracers augment his strength and assist him with blocking weapons when he is unable to use his weapons.

Boots: Delatton's boots are pretty standard except for the fact that they're adamantite-toed and adamantite-heeled, allowing kicks that are far more lethal than they would normally be.

Scarring Dagger: A dagger carried by Delatton, he rarely uses it to kill people. Instead, he uses it to carve Glasgow Smiles into the faces of certain victims. He always does this to priests that he kills. If he's feeling especially unpleasant, he'll carve his victim's cheeks and then kick them or punch them in the stomach, leaving them to bleed to death on the floor. This is a sort of punching dagger comprised of two small side-by-side blades rather than a single large blade. Upon pressing a button on the grip with his thumb, the two blades shoot out to form a 90-degree angle with both blades opposite each other. Pressing the button again causes the blades to move 180 degrees apart, carving a Glasgow smile into the victim. A third button press resets the blades to their original position. The dagger is made of adamantite, and could be incredibly lethal when used in combat.

Small bag of gold for field expenses

-Abilities-

Acrobatics: Thanks to Delatton's monk training, he's much faster and agile than most people would be. As such, he is able to do many acrobatic feats, such as wall running, wall jumping, and so on. He is also able to slow his decent when he falls if he has a wall or other nearby surface to grab a hold of, allowing him to practically run down the wall and roll with the impact. His reflexes also allow him to dodge and evade things that would normally have hit him for full effect (such as fireballs, dragon breath, and so on). His dodging is so good in fact that even if a blast hits him, it will only be (at best) half as effective as it would be on someone who had gotten the full blast of it.

Sixth sense: Delatton is almost always very aware of his surroundings, a trait that came from his life among his drow bretheren. As such, he has practically developed a sort of sixth sense, and when this is combined with his martial arts training, it is rather easy for him to tell what's going on, behind his back or otherwise.

Stunning attack: A rather simple routine for Delatton, he simply focuses his ki onto his fist and releases it when he hits, usually leaving the opponent stunned and disoriented for a few seconds.

Magic: Delatton's magic mostly focuses on combat buffs and the occasional damage spell. He prefers area-damage spells when he uses them, such as fireballs, as his reflexes all but insure that he'll be able to evade the blast. His favorite combat buffs include ghost armor, stoneskin, and mirror image. The rest of his offensive magic usually augments his strikes with a type of elemental damage (such as shocking grasp, chill touch, and burning hands). He also includes some protection from outsiders and elemental protection spells, though he rarely uses these. He also uses magic to alter his appearance around when he is near surface dwellers, as he is in no mood to be pursued by the Church.

Skull Storm: A new spell learned by Delatton, it summons a disembodied skull that flies at the enemy like a rocket, letting out a yell as it does so. When it hits something, it explodes like a fireball, dealing massive damage to the area around the impact. Delatton is able to summon up clusters of these (three skulls maximum), causing even more damage over a wider area. Most of the damage from this spell is caused by the explosive force that the skulls release (not to mention the fragments of the skulls themselves). This spell is easily capable of turning walls into doors.

Magic resistance: an inherent drow ability, Delatton is able to shrug off the effects of magic from time to time. The magic fails to harm him in any way when that happens. The more powerful he becomes, the harder it is for people to bypass his magic resistance. Spells that benefit him are not subject to it.

Daylight adaptation: Delatton has done so many assignments that have taken him to the surface that he has gotten used to the bright sunlight. He's not blinded by sunlight anymore, but sudden flare-ups of light in dark places will still have him reeling like anyone else. Even so, he prefers to keep the sun out of his eyes, and thus wears his cloak.

Purity of body: Delatton's immune system has been augmented by his focused ki energy, making him immune to all maladies but supernatural diseases.

Ki strike: Delatton has reached the level of his monk training that allows him to imbue his attacks with ki energy, allowing him to hurt supernatural enemies.

-Personality-
All of his years of living among his drow brethren have made Delatton into a wary, pragmatic, and suspicious person. He rarely trusts someone, and never trusts anyone for long. When sitting down, he usually keeps to a corner. When talking to people, he is usually terse and to the point, as he is usually on an assignment at the time. He will travel with companions as long as it serves his purpose, often leaving the group unexpectedly after they have served their purposes.

-History-
Delatton was born into a noble house of drow elves in an underground city known as the Shadow Citadel (a place that not many people know about, and even fewer know the location of.) After most of his house was killed in a raid by one of it's rivals, Delatton joined an order called the Monks of the Void, a group of monks who believed that the path to enlightenment could also be achieved with magic. After roughly a century of training, the masters of the order started to use Delatton (and most of the monks) as assassins to further the influence that the order had in the world. He was one of the more gifted students, and so he got some of the more dangerous assignments, which usually involved him going into the surface for a little while. It was around this time that Delatton started using appearance-altering magic, as villagers don't take too well to drow elves, especially when the angry mob sent after one comes back blugdeoned and burned.
Edited by Kranford T. Butcher, Feb 16 2009, 04:32 PM.
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Jaw096
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Phantom
I guess I will give this a try. Tell me if I should change anything. This would be my first time doing a RP aswell, so don't expect anything great.

Name: Jaw

Race: Tainted Human

Gender: Male

Height: 5'11"

Age: 54

Appearance: His hair is black and goes down to his shoulders. His eyes are red. His hair covers his eyes when he is wondering around, so is not to cause unnecessary attention. When he thinks it would be safe for him to move his hair out of the way, he will. He has a long dark cloak, and has his collar covering his mouth (sort of like Vincent Valentine from FF7). If he gets armor, he will put it on underneath this. He wears a shirt with the sleeves torn off. He has his hands and wrists bandaged up. He wears dark baggy pants. With dark boots. He has a little bit of a dark aura around him.

Personality: He is mostly quite, but will talk when he thinks it would be helpfully. He does not care about other people's lives, but if he believes they still have us to him, he will attempt to save them when they are in trouble. When ever he gets excited, he acts less predictable. Sometimes saying completely random things. He doesn't always explain things clearly.

History: He was a nobody that trained in using tainted magic to kill anyone that got in his way. He would spend most of his days perfecting the ability until he got the idea to consume himself in shadows, to be one with his power, so to speak. He did this at the age of 23. Hoping this will allow him to have better control over it. All it really did was destroy his body, and make himself part of the shadows. He is still able to wonder around during the day, but it makes him weaker. From that point forward he would considered himself a monster, and would no longer go by his human name, so he decided to use his initials as his name. He now searches for some book he heard about in a rumor. Learning the magic in that book is suppose to allow him to do about any tainted magic he knows without needing a shadow. It also would keep him at full strength when wondering in the sun.

Weapons: He can doesn not carry weapons with him. If he would want a weapon, he would make one from the shadows. However it would not be better than a real weapon. Unless he was holding a real weapon, and covered it in darkness. Most of the time when there is no weapon present, he will create Shadow Claws. As you may be able to tell, are demon like claws. The weapon would disappear once he would let go of it, and would have to use another weapon to make his shadow weapon stronger. However, if for some reason they are no shadows around, he wouldn't be able to create a weapon. Once cut by a shadow weapon, a black fire would be left, and it causes crippling pain.

Equipment: Even though he doesn't carry weapons, he will carry sheathes with him, in case he finds a weapon he would want to hold on to for later use. He also keeps a bag under his cloak

Powers: After being turned into what he is, he became able to think more quickly than before, so he uses his quick reflexes to help him fight. Mostly all of his powers work from the shadows, so without any shadows, he has no powers. He is quite capable of summoning almost anything he needs to kill whatever he wants. However he only uses his summonings from within shadows. No one is sure why. Another side note is, since he is a shadow, he no longer need to eat, drink, sleep, ect...
Shade: Since he is like a shadow demon, he is able to retreat into the shadows, and hide till he fills ready to strike again or when it is safe to retreat. He is also able to move quickly while in this form, anywhere within the shadow aslong as it connects. He doesn't like using this because in theory, if he uses this then the entire shadow vanishes, he will vanish along with it.
Shadow Heal: As long as something of him is touching a shadow, he will be able to heal any wounds he has. Something worth mentioning is because he is a shadow, he can not be healed by any other way than the shadows.
Transmogrify: Another thing about being a complete shadow, is that he is able to completely alter is form. He must stand in a shadow to do this. However, he is only able to make himself as large as the shadow he uses, and the larger he is, the less amount of time he can maintain that form before reverting back into his original form.
Shadow Summon: One of his favorites. He simply summons whatever he wants from any shadow near him. Like his shadow weapons, getting hit from what ever he summons will cause crippling pain, and black fire from where ever his target was hit. He will sometimes combine this with shade to lure his targets into the shadows and completely tear them to shreds.

Weakness: Something that should be obvious is that he is very weak to divine magic, lack of shadows, and about anythig holy.
Edited by Jaw096, Feb 15 2009, 12:18 AM.
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cah318ery7

Name- Tigar of the Grey Swamp

Species- Tigar is one of the Ghiolmey, one of the many sentient reptilian species living together in the Grey Swamp, as part of the Coalition of Lizard People. Said Coalition contains 4 different species of sentient lizards.

The lowest ranking of these species is Tigar's, the Ghiolmey. Despite their average height being 6 feet, they are physically the weakest and smallest, thereby being pushed to the bottom for the most part. The Ghiolmey are normally around 6 feet tall, and have brownish green scales all over them. Their scales are the human equivalent of light armour in battle, and is their only protection from opposing forces. The Ghiolmey have tails normally 2-3 feet long, and have small bony bumps on the end of it. Their feet have 3 toes each, and none are particularly sharp. Their hands have longish fingers, and their fingers tend to have claws. Their head is normally stout, and have roundish, flat crests growing out of the backs of their heads. The Ghiolmey are very agile, and are capable of running faster than a human, for over a mile. They are also adept swimmers, and need not breath for 15 minutes underwater.
The Ghiolmey have no magical prowess, though some of them are born with certain "abilities" uncommon among the Ghiolmey. The main ability of some Ghiolmey is the ability to blend into the environment, like a chameleon. Those that can do this are normally employed as hunters and sometimes spies. The Ghiolmey purpose in military is rather limited due to their lack of brute force, though they are still capable of many tactics. They are normally used as archers, messengers, medics, spearmen, or may be high ranking tactic officials.
In settlements in the swamp however, they are much more valuable. In there, they are employed as fine craftsmen. They make everything from jewelry to utensils, to even making weapons and some armour. They are also in charge of taking care of the Coalition's non-sentient reptiles, which is more of a curse than a privilege.

Up a step higher, are the Sholtz, giant 14 foot lizards. They are above the Ghiolmey due solely to their brute strength...and their size of 14 feet. They have 8 foot tails, and their feet tend to have 5 razor sharp claw toes. Their scales are almost up to the point of rock, and is really considered very heavy armour. They are a tad on the stupid side, and are used as manual laborers in peace time. They have enough strength to clear trees from areas, and tend to use them as weapons. During war, they are a necessity. They are the only species capable of operating the Lizardmen's explosive and artillery based weapons, and are also used as shock troops normally wielding logs or clubs, or giant hammers of absolute horror.

Above the Sholtz, are the Igogog. They are much smarter than the Sholtz, though nowhere near as menacing. They stand on average at 7 feet, and have been known to run almost as fast as horses, and to do this up to 3 miles. They have dark green scales, and tails of around 13 inches. Their big toe on each foot has an elongated claw, and their arms and legs tend to be muscular. Their heads are like crocodiles, elongated and narrow, and have the crushing ability of crocodiles as well. They tend to have horny crests on their heads, and may have single horns. Their scales are green, are on par with medium armour, and they are the main force of order and law. They act as guards, policemen, and are the main source of the Lizard army. They wield halberds, axes, claymores, long swords and shields, and may ride velociraptors into battle. They are also employed as temple guards, and will be given battle armour only if they are temple guards. Their job is to protect the great temple from outsiders, and to protect the Thursigaaata inside.

Finally, on the very top are the Thursigaaata, or Frogmen. They are fat physically incapable creatures that are carried around on thrones by 20 Ghiolmey at a time. The one thing they do have that the others don't is magic. The Frogmen are, and have been, magical beings since they existed, and tend to be very powerful. Their magic is mostly elemental magic, and is not tainted in any way.

In war, many lizard warriors may ride mounts into battle. Ghiolmey tend to ride giant green salamanders, which are very swift. Some select Sholtz may ride giant Tyrannosauruses into battle as well. Igogog tend to ride swift and cunning velociraptors into battle.

The Coalition was made centuries ago, by the Frogmen, to protect the swamp from foreign invasion. Obviously, this has worked, though it is said to not be the only reason. What else it could be would only be known to those higher up.

Gender- Male

Age-23 solar cycles old

Height- 6 feet

Appearance- Tigar stands 6 feet tall, and is really average looking as far as his species goes. His tail is 3 feet long, and has small bony bumps on the end. His feet each have 3 toes like average, and they are all the same size. His chest and back is covered in light scales, offering protection of the equivalent of hard leather. The scales are dirty brown, and green all over. His hands are average, and his fingernails are trimmed moderately. His head Is greenish brown as well, and is covered in scales. His head is stout, and his eyes are slitted. His nose is not pointy, though his ears are, and hair on his head in non-existent, though he does have a crest curving backwards near his head.

Personality- Tigar has a very random personality at times, and just seems to be...him. He is best summed up as...random.

Personal History- Tigar was born in a small wooden hut, and became the son of a successful hunter. Once he was old enough to walk, Tigar was always taken with his father to hunt. Tigar eventually became very trained in survival, and was sent off to a military academy when he turned 14. In 4 years, he learned battle tactics, how to fight, a bunch of stuff he would never use, and swordplay. Tigar graduated 60 out of 120 lizards, and went to work with his father. They were very successful, until his father was killed by a random tree falling. After that, Tigar left his swamp home, to travel the world looking for something to do that didn't remind him of his father.

Powers- Tigar's species has no power over any form of magic, or birth abilities, though he does have a keen sense of smell.

Equipment- Tigar left home with many tricks and weapons up his sleave.

-Throwing blades: Tigar brought from his swampy homeland quite literally a bag full of different small bladed weapons. They were crafted by master craftsmen of the swamp out of the scales of giant stone crabs, and are both very durable and razor sharp. They blades range from straight blades, to circular blades to multiple pronged disks of doom, to straight blades with thin rope running through them, to little spiked triangles.

-Muck bombs: Muck is the creation of lizardmen alchemists. It is made of swamp goop, and other secret ingredients, unknown to Tigar. When properly made, the muck can have many properties. It may be highly explosive, flammable, be obscenely sticky, or in this case, erupt in non-deadly pitch black smoke. Tigar has multiple apple sized muck bombs which when thrown against the ground, erupt and cause a giant puff of black smoke to appear. While it is not toxic in a poisonous matter, it is not something you would want to stand in all day...or for over 60 seconds due to the displacement of oxygen in the smoke.

-Knifes: Tigar also brought with him two small tantos, created from stone crab scales, and made by his species craftsmen. They are more than sharp enough to kill, but would not work against the average heavy armour.

-Hatchet:Tigar also has a small hand ax hatchet that can be used in many situations, including throwing and cutting branches.

-Miscellaneous stuff: Tigar has multiple satchels with which he carries his muck, and throwing weapons, a belt which has the satchels on it, as well as the blades, a dark brown cloak that covers his entire body, head, and tail, making him look almost like a monk at some times. He wears dark brown pants and a dark brown shirt made out of multiple different small furry animals pelt's. He does not wear shoes, or armour.
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mckinnon94
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Name: Multak Swiftblade

Species: Human/Moon Elf Hybrid.

Gender: Male

Age: Thirty and eight years.

Height: 6'1"

Appearance: Standing at 6 foot 1 inch, Multak is considered middle-aged by human companions, but very young for moon-elves, the lifespan of hybrids such as this have always been inconsistent. His skin is a light brown and his hair of a similar lightness.

Personality: He is a very calm and patient person when patience is needed, but when it is not he'd rather be moving searching for fame, fortune and riches. He can handle himself well with any kind of blade as he was trained in the art of the blade at a young age as his traditional to the moon elf culture. Although being out-classed by those pure bred, he did well and that fact he was out done only drove him to do better and still does to this day.

History: Multak was taught the way of Zen, Blade and Bow by the weapons master. Yargo Lightningfist, he earned the title of Swiftblade because due to his lack of strength compared to his fellow trainees he relied on his speed and reactions time, which were amazing even for those pure bred elves, after parrying and evading his opponent for the final test of the blade, for the time of three hours. Having lasted so long without tiring, Multak was able to finish the fight with only four blows, the first he had thrown the entire time.
His human mother died of natural causes due to this species relatively short lifespan, his father now an high elf of the small village he was born in, Herkel Thrifksson.
Multak's prowess of magic is neither strong or weak, he can last but in a mage's duel he would surely lose.
At the age of 29 Multak had finished learning the arts of Zen, Blade, Bow, Magic and Energy. Hungering for more and more, Multak set out on a quest to meet the best fighters in the land, wanting to be trained further and lean more so he could return home both a master and a hero.
He started in a course of lessons on the Art of Transfiguration, but the knowledge of this is very beginner and will be little use to him.

Equipment: Multak weilds an unusually sized Katzbalger, measuring in at 90cm. He also carries around a Wakizashi, measuring 40cm. He prefers to wear a padded shirt, which is covered by a ring guarded leather jerkin.

Powers: With a limited understanding of Energy, Multak relies more on magic. Having the ability to move certain objects, fire concentrated bolts of magic or strengthen or reinforce weapons and armor. He has a limited knowledge of healing, but this is an art he saves for the most dire situations because of his lack of experience with it. Through energy he can control elements, but this is only a small control, he can light fires, re-direct the flow of water and control the wind to an extent. Although what he can do with this ability in combat is intermediate. Mostly using simple forces to a job they are extremely well suited for.

Religion: The name of this religion or the gods moon-elves worship is forbidden from being spoken to outsiders. The practices of this religion include a monthly blood sacrifice where every true believer will cut or prick their hands and smear the blood on an altar or fountain of magic.
The religious leader of this culture. He Whose Name Shan't Be Spoken, has had multiple attempts on his life but stands high as an idol to his people.
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J0hn185
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Mr.Thunder
Name: Tiloer Solrim.

Species: Human/ancient one mix.

Age: 25

Height: 2m

Appearance: for his age, Tiloer is well built and healthy. He has a darkish brown hair and black eyes. His skin is quite white, tho, he gets easily tanned when exposed too much at the sun.

Personality: Tiloer was trained by an old master, ways of controlling emotion for every kinds of use. He can reach a certain kind of peace with himself when he meditates. Although young, he shows to be some sort of mixture between a mature, experienced adult. And a young, energetic and adventurous kind of person. In the last 14 years he has been training with his teacher both physically and physiologically.

History: Born in the human village, his mother was human and his father an ancient one. Ancient one was the name the old, overpowered humans had. Knew magic and where great soldiers and philosophers. But they were forgotten as time has passed long since that era. He grew up in an almost happy childhood, As his father disappeared when he was 11.
As he loved his father and family much he decided to go after him. But an old friend of his father stopped him. He told him that he was too weak and too young to follow him. 14 years, he has dedicated that time to train. when he reached the age of 25 he was finally ready to follow his father footsteps and learn his wear abouts. He believes that the journey will be hard as he learned from his teacher the secret of the ancient ones. Immortal yet can be killed, an Ancient one is like a bird, it must always move.
So he set the journey with two motives, to find his father and discover more ancient ones.

Equipment: He wields the sword of his father, an old longsword. He also has a long bow and some arrow.
He wears a medium plate Armour. Especially made for him. Lather Padded in the inside and plate in the outside. It can stop almost anything.

Powers: Because of his training he can use it's own emotions for his own use. He can burst out of anger and considerably make more damage. His most venerable powers is the ability to learn pretty quick and his skill with weapons. He can realize when magic is being used.
Edited by J0hn185, Jan 16 2009, 08:46 PM.
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EmperorBobV
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Morphumax
Name: Jean Lemaîstre

Species: Human

Gender: Male

Profession: Inquisitor

Age: 23

Height: 5'8"

History:
Jean was born in the Holy City of Calum. His mother, Trinity, a lady of God, was a virgin at the time of his birth. She believed him to be a gift from God. The Church however, believed his birth to be the work of tainted magic, and made perperations to burn both her and her newborn son. Trinity learned of their plans, and managed to escape the church with Jean. She disguised herself and moved to the small village Vestibule, and began to use an alias, Joan (I'm too lazy to come up with an original name, and her alias really doesn't matter, so Joan it is). The next few years of Jean's life were pretty uneventful, it consisted primarily of him learning the word of God. In fact, it wasn't till he turned nine that anything major happened in his life (aside from his birth). A week after his ninth birthday, Jean started hearing sounds that didn't seem to have any source. Soon these sounds developed into almost discernable voice. It was then that he told his mother that he was hearing things. She believed it to be the voice of God, and convinced Jean to try his best to make out the words, and to heed any advice that it gave. The next time the voice came, Jean concentrated on it. This time, he was able to make out the words. The voice said "Hello Jean, I am God. I have a task for y-". It was then that Jean's concentration broke. Another kid had run into him. By the time he was able to concentrate on the words again, the voice was gone. Jean immediately went to tell him mother what the voice told him, and again he waited for the voice to return. It didn't take long, the next morning, the voice came back. This time it said, "Hello again Jean. I have a task for you. To complete it I need you to relax your body, and clear your mind". Jean did as requested. "Now, I will take control of your body," the voice said, darly. With that, Jean blacked out. When he came to, the vilage was destroyed. It had been burnt to the ground. He was the only one surviver. Jean wandered around for a few hours. Then he heard a voice again. It was laughing. He had been tricked. The voice wasn't God, it was in fact part of himself, more specifically, the part that he shared with his father, a powerful user of tainted magic. It was him that impregnated Trinity, using his dark magic. And it was this tainted portion of him that had been speaking to him, and that he'd let take control of him. Jean however, did not know any of this. He just know that the voice had decieved him, and that he was to blame for the tragedy that had fallen upon his village. Jean managed to supress the voice, and joined the Church. Wishing to atone for his sin, and prevent something similar from happening again, Jean became an inquisitor. He spent nearly the next decade and a half hunting down users of tainted magic, searching for his "father" in particular. When he was 23, he finally found him. But before Jean could question him, the voice resurfaced, and Jean was unable to supress it this time...It took control, and once again, Jean blacked out. When he awoke, he found himself standing in front of his father, who, while still alive, seemed to have no mind anymore. Jean tried to question him, but his memories were gone, all that was left was a desire to follow Jean's will. Unable to stand seeing anyone this way, Jean burned his father on the spot. After that day, Jean began to keep a log of the when he heard the voice and when he blacked out, so that he could keep track of how much control the voice had over him.

Personality:
For lack of a better word...split :)
Jean: Nice to most, but cruel to anyone who uses tainted magic. Fighting what he see's as a losing battle over control of his body. Would do nearly anything to remove the corruption.
Corrupted Jean: Cruel to everyone and enjoys the pain of others. Is currently overtaking Jean's mind. Has gained very little ground at this time, but isn't in any real hurry to take over. The slower he moves, the more Jean suffers.

Appearance (Changes depending on which part is in control):
True Jean: Blue eyes, short brown hair
Corrupted Jean: Black eyes, black hair
Both:Skin: Primarily white, but is becoming progressively more tainted* as the voice gains more control.
Clothes: Profession: White and black inquisitorial robes Travel clothes: When traveling, Jean usually wears peasant clothes, as it is easier to move around unnoticed, and gather information while dressed as a peasant.

Weapons: Simple wooden staff, and a dagger.

Armor: Has no need for armor, God (well...Divine Magic) protects him.

Powers:
Divine Magic (Can be used only when Jean is in control):
Primarily focus is on support magic (Defensive, healing, and counter magic). Attacking magic specialized against tainted magic users.
Tainted Magic (Can be used only when Corrupted Jean is in control):
Focus is on contoling magic (Raise dead, summon demon, control mind). No defensive magic at this time, and very little for direct attack magic.
Non-Magic Abilities (Can be used regardless of which half of Jean's mind is in control):
Due to his extensive training and experience in interigation, Jean can get the truth out of anyone with ease, and can lead a conversation without other people ever noticing that it's being led.
Edited by EmperorBobV, Jan 28 2009, 09:11 PM.
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Sintrion
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Overlord of the Underworld
Name: Xunaere Teken'rret
Translation: Demon Heir Delvers in the Void

Race: Half-Drow
Sub-Race: Lesser Planar Being (Tiefling)

Class(es): Fighter / Ranger ( Calls himself a 'Skirmisher'. )
Prestige Class(es): Tempest Swordsman

Gender: Male

Age: 28
Assumed Age (By Appearance): 14

Appearance: Posted Image

Height: 4' 7"

Personality: Xunaere is every bit like his ancestors; cold, hard, cruel, and beautiful. He takes after his Mother in nearly every degree (save for a bit more cruelty and malice), and as a result, has high favor with his family despite being male. However, this is not how he always is. Outside of his family (usually in private), Xunaere is a very troubled and conflicted being, having a personality people in the modern world would consider 'Emo'. He often sits alone in his dark, unlit room, contemplating his very existence and monologuing about how he believes that, no matter what you do in life, it all comes down to nothing.

History: Upon birth, Xunaere was immediately cast as 'different'. His eyes were not red, but a bright orange with yellowed pupils, hair being curley and red like his father's. He was treated as any normal Drow child was; with care, but not love. This is the reason why he is like he is; a lack of love, and a lust to prove himself as his mother's son.

Growing up, Xunaere was ceremoniously beaten whenever he did something even slightly wrong ( and, in some cases, even if he did something right. ), causing him to ascertain a very cold and hard attitude towards most anyone who spoke to him. When it came to females, however, he had to summon every ounce of his willpower in order to mask his hatred for them. Even if he did not know them, or if they'd done nothing wrong to him, he despised them with every fiber of his being.

He was spared the Drow Academy for unknown reasons (Truthfully, his family didn't think he would survive, and him being first boy, they didn't exactly want him dying on them), and instead was put immediately in to Melee Magthere, the Drow school for fighters. There, he was trained in the swordplay arts and found his years spent there to be the best in his life. He'd even found someone he liked; his teacher.

For the purposes of this, his instructor's name will remain unknown, but what will be made known is that he came from a very, very prestigious Drow House. He was a Weapn Master and Xunaere's mentor; they trained together much like Father and Son, sparring and teaching endlessly until, finally, Xunaere could match him in combat. They'd become equal in as short a time as it took for Xunaere to learn how to swing a blade properly, using his biological Father's natural agility and ability to learn incredibly quickly. His full potential was realized when he slew his teacher without hesitation during a one-on-one exhibition match to please his mother.

It was after that that he was granted the title of House Weapon Master, being only twenty four years of age at the time. He could easily best any of the Drow under his command ( twelve to the Drow, of which was reason enough to piss off more than one male ), and as such had garnered the malice of many of those beneath him. This sparked an attempted Coup de Gras that ended rather... badly.

By the time his chosen guards rushed to his aid, Xunaere was standing amidst the burning Weapons Master chamber, surrounded by exactly thirteen corpses with many missing limbs and cleaved bellies from the assassination they had so poorly attempted. He'd been bathing, and as such Xunaere was naked and without armor or even clothing, yet still he'd been untouched. The only blood that was upon his form was his enemies'; it dripped from his face, chest, and hands. This was when he was granted a new name by his mother.

I called him by the name 'Xunaere' because that is, in fact, what his name is, but not what his name was. His old name is unimportant; his new name is all that matters. The Demon Heir. He took this name with pride, wearing it as a badge of honor He was sent on his first surface raid shortly, and after four years, he has yet to return. He is assumed dead among his family.

This is not so.

Equipment

Main-Hand Weapon

Elge: Elge is an adamantine saber crafted during his time at Melee Magthere, forged by masterwork hands for the perfect blade-hilt balance. It was custom-fitted for his small hands, giving him more comfort and ease during its use. The blade is serrated and jagged, having been forged that way upon Xunaere's request, to give it a slashing / sawing action whenever it cuts. Also, to add to the sheer nastiness of the weapon, the curved tip flows back in to a pointed hook. This essentially gives him the ability to eviscerate opponents if he managed to get a good stab in to their stomach.

Enchantment: When swung, Elge can release a cloud of super-hot ash from its blade. The heat produced by this gray cloud can blind beings who use Infravision, and are hot enought to cause fire if placed upon something dry / flammable enough. The heat, if placed correctly, can also hide a person from someone else who happens to use Infravision as well. On a lesser note, the weapon is also enchanted to always hold a razor-edge. In his years of using the weapon in combat, Xunaere has never had to take a whetstone to it.

Off-Hand Weapon

Oloth: Oloth is an adamantine Kriss designed for a series of uses, both practical and in combat; it can double as a skinning knife or throwing knife, and has a shell-guard of the extremely rare Dwarven mithril for use as a small shield in close combat. Xunaere wields the weapon as a main gauche, rarely attacking with it and, instead, using it to block or parry on coming sword swings. The weapon is exactly a foot long, having a four-inch hilt and an eight-inch blade. As the blade extends, it gradually curves in and out of itself like the crests and trophs of ocean waves. It is also forged in such a way as to mimic the visual properties of water, I.E.; modern Damascus steel.

Enchantment: Oloth is a magically hardened weapon, giving it a much higher density / breaking point than most other weapons of its kind. Coupled with this is a minor Vampiric enchantment; each time the weapon lands a blow and the user is holding the weapon, it slowly drains smalla mounts of life from the one stung by its prick, giving that life back to the wielder. ( On a side note; one of Xunaere's favorite torture methods is drawing blood from an enemy's palm, steadily draining their life away until they decide to talk. )

Armor / Clothing

Spidersilk Top: The top layer of his chosen clothing is a purple spidersilk high-cut top, having long sleeves that end in gold-rimmed cuffs It is usually tied tightly to his form, revaling his stomach and the center of his chest. The top is adourned with several silver spider designs.

Adamantine Chainmail Sleeves: Beneath his top, he wears a pair of adamantine chainmail sleeves for extra protection on his arms. As one is undoubtedly aware, he's not much worried about his chest or stomach being harmed; this is a result of somewhat overconfidence.

The Swashbuckler's Gloves (+3 Gloves of Parrying): The Swashbuckler's Gloves were a pair of gloves his Melee Magthere instructor wore during combat; they are crafted of adamantine-reinforced leather and are enchanted to give the wearer better parry / counter ability in combat. They also offer solid protectiong against direct blows to his hands, having a minor hardening enchantment placed upon their adamantine plates.

Fencing Bracer: The standard fencing bracer worn by any who have some form of training in the Art of Epee; it is made of steel with an overlay of super-hard leather. It offers the same protection as a small targe or buckler made of the same materials, and can be used as a melee weapon in close quarters combat.

Leather Belt (Item of Mystical Power: Levitate / Open Locked Door (Moderate): This is your standard leather belt, worn by any who have a desire to keep their pants up around their waist line. Xunaere's own variety has a single, adamantine brooch bearing his family's House insignia. This insignia has two minor enchantments placed upon it; Levitation on command, and Open Locked Door (Moderate).

Spider Silk Shorts: These are a pair of spidersilk shorts designed much in the way of his top; purple spidersilk with silver spider designs, the cuffs of his shorts ending with golden trim.

Adamantine Chainmail Pants: Beneath his shorts lay a simple pair of chainmail pants crafted of adamantine. They offer solid protection while weighing significantly less than their steel / iron counterparts.

Fur Leg Warmers (+2 Fur Greaves of Sneaking): The white fur leg warmers that Xunaere wears over his shins are, at a glance, just a pair of simple leg warmers; however, further investigation shows this to not be the case. The fur is attached to a layer of leather that is heavily enchanted. The enchantment itself, on command, creates a sound dampening field around his form that increases his ability to sneak effectively.

The Boots of Springheel Jak (OMG Elder Scrolls reference! +4 Boots of Jump / Speed): The Earl of Jakben was, at one time, a thief of great reknown. He was infamous for his ability to jump impossible distances across rooftops and bodies of water, thus giving him his nickname; Springheel Jak. After his death, it was said that his boots were buried with him. While this was true, it did not stop others from raiding his grave. Since the intial grave robbery, the Boots of Springheel Jak have changed hands countless times, finally falling in to Xunaere's lap. They are somewhat large on him, being suited to someone much bigger than he, but they retain their usefulness. Also; he's modified thems ome, giving them steel toes. While they increase his jump power and speed, they subsequently increase his kicking power. He can break bones with his feet when applied to the correct areas.


Powers

Innate Abilities

The Globe of Darkness: Like all Drow, Xunaere can call forth a Globe of Darkness of varying size that sucks all of the light out of a small area, leaving behind an impregnable veil that not even Infravision can see through. The Globe, depending on size, lasts between thirty seconds to a full minute.

Faerie Fire: Like his ancestors, Xunaere has learned how to summon gobs of Faerie Fire to throw upon an opponent. The flames he summon are a bright pink color in appearance, and remain visible at all times, even within a Globe of Darkness. Casting invisibility on one's self doesn't work, either.

Quick Learner: Due to his Tiefling ancestry, Xunaere is an incredibly quick learner, able to analyze and adjust to combat situations with an unnaturaly speed. This also helps him learn skills in life at speeds most others cannot.

Natural High Agility: Being part Tiefling, Xunaere is gifted with a nturally high level of agility and speed.

Planar Sense: Planar beings may sense other Planar beings; being part Tiefling, Xunaere has the ability to sense when another Planar creature is near.

Taught Abilities

Ambidexterity: For use in conjunction with his perferred method of combat, Xunaere has equal dexterity in both his left and right hands.

Weapon Mastery: Saber: The saber is Xunaere's main weapon of choice. Years of training constantly with the weapon has given him a mastery over its use.

Lightning Reflexes: Combat exercises and physical conditioning has left Xunaere at the peak of his combat potential, muscles honed to their finest fighting edge; in combat, he can react to near anything with lightning fast effeciency and pin-point procision.

Quick Draw: Xunaere has the ability to draw both of his weapons as a free action. Indeed, many times, his weapons seem to come in to his hands without even him realizing it until he attacks.

The Hunter (Drizzt Do'Urden reference): The Hunter is a state-of-mind that comes on whenever Xunaere comes under extreme stress in combat, forcing him to go in to his primal instinct and thus reach the absolute maximum of his fighting potential. He has only resorted to using the Hunter once, and the results were terrifying.
Edited by Sintrion, Jan 28 2009, 01:36 PM.
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Chrome
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Name: Issam Zahavi

Species: Human

Gender: Male

Profession: Assassin

Height:
6” 1’

Age: 22

Appearance:
Issam has semi-long light brown hair and gray eyes. He is of slight build, but toned. He usually wears hooded robes which skew his face. He has a scar on his left cheek, starting at his cheek bone and ending at his color bone, though it is not very pronounced. His skin is pale, though this is because he doesn’t get much sun due to keeping most of his skin covered at all times. He wears robes to allow for as much freedom as movement as possible, and to hide his weapons conveniently. The robes are black and red; any armor he would wear would be underneath.
(see avatar)

Personality:
Issam is one who would shake your hand, just as much as he would plunge a knife into your gut. He is a paid assassin, and will carry out his duty no matter what, even if it means removing one of his allies. Though if you are not his current target, he will usually be friendly to you, this however does not apply to tainted humans, whom he will usually attack on sight.

History: Issam was born into a church going family, and lived with it his entire life. He was confirmed in the faith, and became an inquisitor at the relatively young age of 19. His life changed one year later however. He was out on a mission to find a tainted human who had been seen in a village, and was dispatched to either kill or exorcise the tainted one. He found him at the village, and quickly disposed of him. However, the soul of the tainted one took its revenge by forcing Issam to lose his way in the nearby forest. Believing he would be killed by animals, the malevolent spirit departed. Issam wandered for several hours until nightfall, whence he stumbled upon a church minister dealing in weapons to a magic user, upon closer inspection, it was a tainted human. He overheard the deal, which was to use the tainted human in a mock exorcism, scaring the inhabitants enough to keep them under control. Issam drew his sword and charged the tainted human, but was slashed across his neck, fortunately missing arteries, but still bleeding profusely. He quickly lost strength, and lost consciousness. His last sight before hand was the minister laughing at his attempt. He awoke several days later in what he believed was a temple of sorts. He recalled what had happened, and wept. The ones whom he had once admired were nothing more than robber barons. He inspected the building he was in. He found no windows, only a door. Upon leaving, he found that he was inside of a temple, one obviously of the church, yet slightly different. He appeared to be the only inhabitant there. He moved throughout the temple, finding an alter with a glowing liquid inside. Obviously of magic, he drew his sword and approached. He looked into the liquid, he thought he could make out some shapes, his mind was taken from him, and for a brief moment, his mind was filled, knowledge imparted to him, from what felt like generations of people, or, more like one per. Their experiences, what they learned, yet still remaining separate, like watching from a third person point of view, all this in the instant after he looked in, and an instant before he was rolling on the ground holding his head and shrieking in pain. The stress caused his wound to reopen. He soon resigned to the pain, believing himself to be dead. At this point, from the liquid rose what appeared to be a man in white robes. The spirit spoke to Issam, telling him that the knowledge to right the wrongs that had been done to him and others had been imparted to him. That he was free from the bonds that had held him. Free to make his own way. It did however come with a price, what he would have to do would never allow him to reach heaven, nor hell. His soul would be added to those who had come before him within the basin. The spirit pointed to a nearby room, and vanished. Upon stepping through, Issam found a set of robes. He chose a set that was black and red. He put them on, and then put his sword on his belt. The room held a stairway, and Issam left the temple, never to return until he passed on. He began the life of an assassin, searching for the tainted human who almost caused his death. As well as try and restore the church to a righteous state.

Equipment:
Weapons:
A hidden blade held by a leather gauntlet above his right wrist. Used only for stealthy kills. He also has his long sword from when he was an inquisitor. His third weapon is a dagger separate from his concealed blade that he uses in place of his long sword at times.

Armor: Issam declines from wearing heavy armor, preferring to use his agility and evasion to keep him from harm. He wears mainly his robes, underneath is a small amount of leather just for a slight amount of protection.

Powers:
Issam does not have any “powers” per se, but he does have many skills he had developed over time.

Stealth: As an assassin, he can move about without being noticed. If being chased, he can easily blend in with a crowd or move onto another area to avoid being caught.

Opportune strike: Issam if dueling with someone, can keep the duel going until he catches his adversary in a vulnerable position, and uses that time to strike his opponent down. If he is stalking a target, he can recognize the best time to take him down, whether the time is good or not, if it’s the best, he’ll take it.

Agility: Issam can scale walls and cliff faces easily, and can survive falls by shifting his weight and rolling to distribute his weight and use his momentum to take off in stride. Long falls however require a safe place to cushion the blow however.

Intimidation: Not really an ability, but if it works, can scare someone into giving him whatever information he needs.

Feint: Issam can in a duel purposely make himself vulnerable while still protecting his vitals; he uses this often in conjunction with opportune strike. If chased, he can use this to redirect his pursuers into chasing him in the wrong direction.

Balance: Issam has excellent balance; this allows him to keep his feet in difficult conditions, such as stepping stones with ease. If he is on top of a building, if close enough, he can jump to a nearby building and keep going without flinching.
Edited by Chrome, Feb 3 2009, 08:27 PM.
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