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Fantasy Character Sign Up! (Adventurers Guild RP)

NextGenRolePlayer

The Not-So-Futuristic RolePlayer
Here's the character sheet! You could add anything else if you want.  :)  You could do to at least two OCs for now.


Name:


Age:


Species:


Gender:


Appearance (description or picture):


Personality (use descriptive sentences!):


Magic or abilities (optional):


Weapons:


Brief Bio:


Reason for joining the Adventurers Guild:
 
Name: james nugent


Age: 18


Species: human


Gender:male


Appearance (description or picture):Archer-by-ameeeeba-on-deviantART-600x522.jpg


Personality: james is a nice friendly person that was sent out to get fame and fortune by his village that was haveing problems with money. He is loyal to a fault but he is too trusting of woman since he is a person who easily falls in love.


Magic or abilities (optional): james is a summoner who knows several summoning spells for different creatures.


Weapons: longbow, sax knife


Brief Bio: James was sent out by his village along with several other people in order to send funs back to there struggling village. he started out drifting around and did several jobs including a assasian, a bandit and a theif for a while before deciding to go legit and join the guild.


Reason for joining the Adventurers Guild: fame and fortune.
 
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Name: Falor


Age: 30


Species: Anthro Mouse


Gender: male


Appearance (description or picture): ^


Personality (use descriptive sentences!): Falor is a very gentle and humble fellow, who is loyal to those he keep close to him. Although he is easily angered when people judge him because his size, he never seem to lose his focus. Falor is rather smart, always thinks on his feet and doesn't react unless he haves a plan thought out first. He rather put his self before other alot of times, hates seeing people being harmed. He'll do what he can for others as well


Magic or abilities (optional): None


Weapons: a sword


Brief Bio: Falor doesn't know his real family, he was found a male human one day during a terrible storm. The man decided to raise Falor as one of his children, where he lived a decent life. The people of his village often gave him a hard time for being so small, but he ignored it like his father told him. Growing up, he was trained by his father to become a strong warrior


Reason for joining the Adventurers Guild: He wants to help others and help his family
 
Name: Rip (aka R.I.P)


Age:98 (died 30)


Species: Skeleton


Gender : Male


Appearance: A 6 foot tall skeleton, wears a black mage robe, black lether gloves, black boots, and a black metal skull mask.


Personality: A good hearted guy, although he can come off as a little greedy, rip loves to make jokes and puns that will tickle your funny bone. He hates when people judge him because of what he is. He is loyal to a fault and hard headed. He is blunt and will tell the truth even if its not helpful.


Magic: Elemental magic (water, earth, lightning, air, ect.,), Potions master if he has the stuff he can make any potion or elixir.


Wepons: 6 throwing daggers, blow dart, 10 darts, meat hook on a 5 foot chain. (hides all this inside his robes.)


Brief Bio: Rip woke up one day in a dug up coffin with no memory of who he was. He has wandered all over looking for his past but has yet to find it. He worked as a wandering adventurer until he heard of the guild and the mony, he joined right away.


Reson for joining: Mony and to find his past.
 
Name: Daniel Ethan Myers


Age: 32


Species: Angel


Gender: Male


Appearance:
anime123.jpg



Personality: At first glance, Daniel may look like a serious, humorless person. Not totally correct. Instead, he's a friendly angel who cares for his friends and family. He's someone who could put your hopes up and can be serious when the situation calls for it. Daniel thinks things out first and observes the area around him. He tries his best to hide his depressing mood, but often fails to do so. He usually knows what to do when he's backed into a corner. Daniel hates it when he gets furious. Whenever he gets furious, something is going to be demolished. Either way, you can count on him when somethings gone awry.


Magic or abilities (optional): Considering he has wings, he has the ability to fly. But, its use is limited to the amount of weight is on him. Maximum weight capacity: 1.5 tons (1360.78 kilograms). He has healing magic, only curing deep wounds and small illnesses. He also has air magic at his disposal, creating destructive blows and projectiles. He uses his air magic on special occasions, though. He has enhanced senses and can dual-wield his two swords.


Weapons: His gigantic blade (as shown above) and three bladed sword (not shown above).


Brief Bio: The third-youngest founder of the guild was born from the Holy Empire. As a child, he was interested in fighting, adventures, and magic. He and a few others founded the "Adventurers Guild". Which was made to have fun and make occupations for others. Also make some new discoveries. He usually assigns the quests and accept the new recruit. Nothing else is found in his documents.


Reason for joining the Adventurers Guild: Founded the Guild. He just wanted to make a group to have fun adventures.


@fuil @Acethekidd @Samurai Jay Accepted!
 
Name: Charity Brave Mariel


Age: 18


Species: Human


Gender: Male


Appearance: A long-haired individual with an average stature with tanned skin, Charity was born with eyes the colors of salmon fish eggs. He wears a long-sleeved collared shirt made of light fabric and dark pants. He prefers wearing sandals but wears boots in winter. Has a long piece of cloth draped on his right side shoulder. He uses the cloth sometimes as a headband or to wipe off sweat. 


Personality: Charity is a lazy person by nature, moved only by self-interest and things that he chooses to be motivated by. He is quick to retort and gets frustrated easily, but will follow through on a task or objective when he sets his mind to it. 


Magic or abilities: Strong swimmer, can hold breath for up to ten minutes underwater.


Weapons: Chakrams in the shape of fish tails and scales.


Brief Bio:


"The Council gave us a calling card, we decided to go pay them a visit." 


Charity comes from a semi-nomadic group of seafarers. A large group of them travel the seas in order to collect catches to keep them getting through the lean months on land when fish need to spawn and the seas become too rough to traverse. This semi-nomadic group are not only fishers of the sea, but were also caretakers of a powerful artifact. Stored in the caverns of their village was an object that was decreed by their ancestors of old not to be taken lest they wish for destruction themselves. The group had kept these words in their hearts and though time continued to pass, their vigilance never wavered. Charity, child to two protectors -a class that were and are known for their finesse in weaponry- understood the importance of their task, but he was more interested in looking and imagining the land past the endless waters. With each passing year, he wondered if he would ever get the chance.


However, six months before his eighteenth birthday, chaos struck. Amidst the presence of the night sky with its serene displays of heavenly stars, fire raged from the caverns and the houses and buildings near it. Panic struck and smoke heightened the tension and alarm of the situation; the cries of suffering, confusion, and panic filled the heavy smoke-filled air and even know Charity could remember. When dawn came, while few of their brethren were lost, the damage was more far-reaching. The fires had ruined their stockpiles, homes and buildings reduced to ash, and worst of all, the artifact was gone, its seals broken and destroyed. The winter season was coming, and when it came, it was a season where hunger and starvation took the throne. However, despite the famished situation they were in, they tried to pull through and with their efforts were rewarded. Fish that came from the southern seas arrived aplenty, and the elders finally were able to track down the culprits who stole the artifact. 


The Council. A shadowy organization many did not know. But now Charity had a name for the entity that put them through suffering and anguish.


A call was sent to organize the youth, and they began to train. Their goal was to find the artifact, retrieve it, and remove The Council from the pages of existence. On his eighteenth birthday, the day he and many people his age would leave for their mission, he found himself with a mixture of feelings: Anger at The Council, Duty to his people, Zeal to his goal, and Appreciation as well as guilt that despite the pain he had experienced with his family and people, he finally would be able to see the lands past the endless sea.


Reason for joining the Adventurers Guild: Travel and gather information of various things. Promises to fulfill the missions while also working on a personal project.
 

Name: 


Melodetta Carlisle


 


Age:


24


 


Species:


Wicken  (Witch )


 


Gender:


Female


 


Appearance (description or picture):


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Personality (use descriptive sentences!):


Melodetta is a quiet individual who never speaks her mind unless asked and works hard at any task. She likes to take notes on anything interesting she will come cross and tries to keep the peace between the guild.


 


Magic or abilities:


Able to summon one of theach familiars in her arsenal  (A black cat, Fire important and a demonice huntress)


Minor healing spells


 


Weapons:


Small silver dagger strapped to her leg.


 


Brief Bio:


Melodetta was raised by her grandmother outside of a small village where her grandmother was the wise woman. Up until a few years ago when persecution came too close to home and her grandmother was taken and burned at the stake for her so called crimes of evil.


 


Melodetta ran from her home to avoid the same fate. She traveled for years and made 3 contracts with her 3 familiars on the way to the Adventurers Guild for safety away from those who hunt her. 


 


Reason for joining the Adventurers Guild: To expand her knowledge of the world and to help those in need.
 

Name:


Ophelia 


 


Age: 


Seventeen years old


 


Species:


Human 


 


Gender:


Female 


 


Appearance:


11902511_690347684398659_1719493761970940374_n.jpg


 


Personality:


Ophelia is a calm and collective person. She keeps her opinion to herself most of the time and will only let others know about her opinion when it's needed. She has a friendly aura around her and is very outgoing. She protects those she cares about and never leave her friends behind. Ophelia can also be an intelligent and mature woman when it comes to a serious situation. She will get her jobs done no matter what it takes.


 


Magic or abilities:


Ophelia has the ability to regenerate. Due to her petite body, she is rather fast and she is able to adapt to her surrounding.


 


Weapons:


Two Rapier and one dagger 


 


Brief Bio:


Born as a human, Ophelia was a normal girl who loved adventures. When she was five, She fell off the while running away from assassins that killed her parents. She was saved by a man, an adventurer, who blessed (or cursed) her with the ability to regenerate. After that incident, she was taken in by her widowed aunt, who were not that nice to Ophelia, but at least her aunt gave her food and bed. When she turned sixteen, she left home in order to find the man who saved her and pay him back. Somewhere along the way she joined the Guild, seeing that it's called Adventurers Guild. 


(Sorry it's short and bad haha)


 


Reasons for joining the Adventurers Guild:


Being able to go on adventures with other people. The more the merrier. 


 
 

Name: Karuta Roromiya


Age: Fifteen


Species: Gashadokuro


Gender: Female


 


Appearance:


Roromiya.Karuta.600.955964.jpg


Karuta usually appears as a young, slim teenage girl with salmon-pink hair tied into pigtails, pale rosy skin, and eyes of a similar color to her hair. In her true form, she is revealed to be a Gashadokuro, a large skeletal monster created by the gathering of the bones of those who had been forgotten by the world, and died because of war and famine. Her form is noticeably surrounded by a thick, purple aura that represents the anger and pain of the people who were used in creating her, an aura which is awfully suffocating to the ones unfortunate to be caught up in it.


Personality:


Karuta appears as a very quiet, emotionless girl that is generally seen with food in her mouth. Despite her seemingly unfeeling persona, she shows great concern and loyalty towards those she considers to be her friends, and won't hesitate to assist those she cares about in their time of need.As previously mentioned, she also enjoys eating, almost to the point of obsession, and can normally be seen snacking on many kinds of food, though she won't hesitate to offer some to others whenever she notices them in hunger. She deeply respects the dead, and wishes that others would give them the same amount of respect that she does, because even if they had long since perished and their flesh had rotted from their bones, they are capable of so much more than most would realize.


Magic or Abilities:


Transformation - Karuta can transform from a Gashadokuro into any human she wishes, so as long as she had their bones with her. The form she usually uses, that of a young girl, belonged to one of the many dead bodies that were used in forming her.


Post-Mortem Power Absorption - Whenever she comes across the skeletal remains of a person, Karuta is capable of absorbing them into her form as a Gashadokuro, granting her just a bit of their energy. Before doing so, she offers a prayer towards that person's spirit, since she considers it to be rude if she were to just suddenly assimilate their body without asking their permission. It's not everyday that she comes across such a sight, however, so she rarely ever uses this ability.


Enhanced Strength and Durability - By combining the prowess of the hundreds of corpses she was made from, Karuta can lift structures that would have crushed a regular person with relative ease. Though she can easily carry large things such as boulders, anything heavier than that will greatly strain her body, even if she were to use her true form.


Skilled Fighter - Considering the fact that a lot of her skeletons were once soldiers, it's no wonder that Karuta had gained their combat prowess similarly to how she had gained her eating habits from people who had starved. She is proficient at bladed combat and hand-to-hand. She knows how to use long-ranged weaponry, but wouldn't consider it a skill of hers.


Weapons:


Karuta keeps a pair of clawed gauntlets with her at all times.


Brief Bio:


Karuta was not a normal Gashadokuro, and Takiyasha Roromiya knew of this fact the moment she laid her eyes on her form, which was curled up in the middle of a devastating battlefield, absent of the teeth chattering and bone rattling sound her kind was known for. Takiyasha was a powerful sorceress, one that worked closely alongside the supernatural, and she knew exactly what she had to do when she came across the silent spirit. She took the young demon under her wing and treated her like her own, teaching her everything she knew, and even went as far as to give Karuta her last name. Those were the times Karuta considered to be on of the most precious to her during her existence.


 


However, their time together was brief. Takiyasha, despite being a talented magic-user, was born with a weak body, and an even weaker immune system. She had soon passed away because of a disease. Her final wishes was for her successor, Karuta Roromiya, to meet all sorts of people, to travel to places she's never been to before, and to show the world exactly what a Roromiya was capable of. And she had joined the Adventurer's Guild to do exactly that.


Reason for Joining the Adventurer's Guild:


To fulfill her mentor's last wishes.
 
Name: Reita

Age: 17

Species: Beast (anthro)

Gender: Female

Appearance (description or picture): Reita is a tall, tanned woman with a voluptuous and curvy, yet fit figure. She has mid-back length hair that is shiny and turquoise in colour, making it seem like a waterfall. Her eyes are slightly droopy and golden and she has delicate facial features. Despite naturally having beast-like claws and ears, her extra features will change depending on the environment or under certain circumstances (a tail and fins for water, wings for flying, etc.).

Personality (use descriptive sentences!): Reita is a polite and gentle girl, sometimes even shy. She cares for everyone deeply and has a sincere love for both nature and life. Although, when it comes to battle she lets her instincts run wild and becomes the merciless beast everyone knows her as. This side of her also shows when she's enraged, which, fortunately, does not happen often. She can let loose to become more loud and confident after a few drinks, showing her more fun-loving and carefree side.

Magic or abilities (optional): Heightened senses and physical abilities. Extreme adaptability. Some form of shape-shifting (mentioned in appearance).

Weapons: "Weapons are for cowards," says Reita. She relies purely on unarmed combat.

Brief Bio: Reita grew up in the wild, travelling with her clan. They were all very close and shared many good memories together. The time came when eventually all the elders of the clan died and all that was left was Reita's generation. They decided to split up and travel their separate ways in search of their own dreams. Reita was objected to leaving them, but nobody wished to stay and continue their normal lives. Thus Reita was left all alone.

Reason for joining the Adventurers Guild: To go on exciting adventures, and make many memories and friends.

* Extra note: For some reason, despite their great adaptability and endurance, her species is incredibly vulerable to offensive magic and healing magic has little effect on them.
 
[SIZE=14.666666666666666px]OC number two[/SIZE]


Name: Ember Merlin


Age: 30


Species: Human/Phoenix Hybrid


Gender: Female


 

Appearance:
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Personality: Ember is generally a stubborn person. She usually likes to go alone on quests to be the greatest adventurer ever. Sometimes, Ember doesn’t mind company helping her out. She’s a lovely person who cares for her friends. Her stubbornness may lead to a fiery anger. So be careful! Finally, she's intelligent enough to do paperwork, documents and such.


 

Magic or abilities: Ember has fire magic. She can manipulate fire, create fire projectiles, and ignite weapons to have fire attacks. She can transform into a Phoenix, a feathered mythical creature. In this form she can fly, have an fiery aura, and absorb fire magic. This form takes a lot of energy from Ember, when she turns back into a human, she goes into a very short hibernation (lasts for 6-7 hours). Ember is very experienced in sword-fighting and hand-to-hand combat.


Weapons: twin gauntlets and a two-handed sword


Brief Bio: Born as the descendant of the mythical Phoenix, Ember lived a complex life. Most people ridiculed her or feared her. Others accepted her for who she is. As she grew up, she had a will for adventure and discoveries. Mostly because she wanted to know her phoenix side and find other mythical creatures. In a miracle, Ember met a group in which they would form the Adventurers Guild. She was the second-youngest member of the council leaders. Nothing else can be found in her documents.


Reason for joining the Adventurers Guild: Ember founded the Guild. She helps with recruitment and writes down documents to keep track discoveries. She founded the Guild to have some adventures.
 
 

Name: Amber May


Age: 15


Species: ShapeShifter


Gender: She is born a female, but she jumps back and forth which is fine since she is a shapeshifter.


Appearance (description or picture): She is constantly changing how she looks from species to species or gender to gender. Her favorite, and her typical resting  ‘face’ is a fairy with green-shimmering wings that rest on her back and she can use to fly. White hair that if possible goes in a braid down her back, or is in a pixie and tan skin. She stands at 4 feet and is pretty tiny when in this form. Sometimes she goes without the wings. She doesn’t know what her true appearance is.


Personality (use descriptive sentences!): She is very bubbly most of the time. She tries her best to be positive all the time, so that other in the guild can relax. She tries to be funny, though often times she is not funny at all, and laughs a little to much for her own good. She does have a serious side to her though, but she tries not to let that side out unless she needs to. Being able to change her form she also is very couis.  SHe loves to explore, and is almost always willing to check out something when others don’t want to. She is very flexible, both in body and mind, and can jump from on topic to the next. Also when it comes to animal facts, she is probably one of the best people to talk to since she has been most animals.


Magic or abilities (optional): She can change her appearance into any other species. If the species speaks a different language, such as catspeak, she can only understand them when in that form of the species. If the species can fly or breathe underwater she gains that, but she can also be killed like that creature.


Weapons: She favors a small knife that she keeps in a belt around her waist or in her boot. She also likes bow and arrows, and isn’t a bad shot.


Brief Bio: Amber never knew her parents. She had been passed around from family to family each time she changed her appearance has she grew up. Finally someone gave her to a nearby house for lost kids. She stayed there until she was about ten when she left on her own. She felt out of place and wanted to learn how to control her appearance. She found others of her species when she was 11. Under them she learned how to get her abilities under control and how to use it to her advantage. When she was 13 she left them having heard of the guild. After searching around for what seemed like 50 years she finally found the guild.


Reason for joining the Adventurers Guild: She wanted adventure and to get out of her kingdom.


 

Name: Freya Long


Age: 18


Species: Human


Gender: Female


Appearance: She has short black hair that she keeps chopped short, even though it like to frizz up.  She has dark skin, with light brown eyes. She is taller and leaner from working out. She also has dimples.


Personality: She is a little rough on the edges but she is friendly once you get past the edges. It’s kinda like a peach. Hard on the outside but soft on the inside. Other then that she likes jokes. She doesn’t make them, not really having the humor to do so, but she does like hearing them. She is also fairly brave, though she hates the dark and fire. It’s two of her biggest fears. She can go from 0-100 real quick if she, or anyone she protects, is in danger. If something or someone if a threat to her or those she loves she had no qualms about harming them, or worse, if it protects them. She is also protective of loved ones and friends.


Magic or abilities: She can control water, as well as freeze it. She has to have water to do this though.


Weapons: She carries a two swords that are opposites of each other. They are both long and broad.


Brief Bio: Freya grew up learning how to control her power over water and how to use it well. She did it with her sister, who was two years older than her. When she was 15 her father went to one of the other kingdoms and never came back, though her family did receive word that he had been killed due to illness. WHen she was 17 her sister left. She knew her sister loved adventure and went to the Adventurer's Guild thinking she would be there, but has not found her yet. Instead of leaving she choose to stay with the group, liking the Adventure’s they went on.


Reason for joining: She has lost her sister and wants to look for her, and help others going through the same thing.


(I hope it's not to late to join)
 

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