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Quinlan63

The Overlord
#1
Name:

Age: (Please try to not have anyone that is thousands of years old)

Gender:

Race (ie. Elf, Orc, etc.): (Note: Any race is ok but no gods, goblins, trolls, or anything that is unkillable. Also please leave a brief description of your race with strength, weaknesses, and behavior.)

Appearance (picture or word description, although picture is preferred):

Bio (Needs to be at least 3 lines long):

Powers (ie. ice magic): Optional

Combat Skills: Optional

Weapon(s): Optional

Pet (No more than 2): Optional

Alliance: (Who or what does your character have loyalty to)

Personality (At least three sentences):

Likes (At least 3):

Dislikes (At least 3):

Strengths (No more than 5):

Weaknesses (At least 2):

Goal(s) in life:
 
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scorpiodragon

Two Thousand Club
#2
Name: Kaudri Rahanyon

Age: 20 Years

Gender: Male

Race Elf/Fairy

Appearance: F4BCED69-25FA-4942-BF1A-4CED10EB3C9B.jpeg
Fair skin, slanting eyebrows, angular features, pointed ears and a cat-like face, tall and always slim. He has blue aquamarine eyes and dark brown hair that stops halfway down his back. He wears clothing of the forest that is decorated in porcupine quills, shells, and beads for adornment; green, gray and brown shirts with brown or gray pants and black mid-calf length boots. Sometimes wears feathers or shells and simple jewelry in his hair. He had a pair of insect wings resembling an emperor butterfly’s.
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Bio: Kaudri is the only child, to his knowledge as he isn’t sure if his father has other children nor is he sure of his mother as he’s been out of contact with his dam, of an elf father and fairy mother. His father abandoned them the day he was born and his mother was exiled from her community for falling in love with a elf, due to a war that had been going on between the two fae races. His aunt, a Napaea Nymph, stuck by her twin and helped to raise the child who looked more elven than fairy. Ostracized by others for his parents, Kaudri found it impossible to make friends and thus went into exile willingly at fifteen to allow his mother and aunt a chance to be accepted back into their community.

Powers: Nature Magic

Combat Skills: An expert at magic, exceptional sword fighter and with blades.

Weapon(s): Bow & Arrows, a sword, two long knives

Pet (No more than 2): A fairy dragon, they get no bigger than the size of a house cat

Alliance: Family (consisting of his mother and aunt)

Personality: A omnivore and lover of sweet things coupled with most alcoholic drinks thanks to his faery blood, loves the world around him and the beauty within it. He loves listening to and telling stories as well as listening to music and looking at art, often playing a small harp and flute that he carries around with him. He lives in exile and watches the world around him, detailing his accounts of his life in writing and art, everything being retained in a picture within his mind. Kaudri doesn't like senseless fighting though he won't say no to sparring with someone once in a while and can be stubborn in his beliefs, refusing to change but overall is a mellow person to be around.

Likes (At least 3):
Climbing trees and being outdoors
Music
Solving puzzles/riddles

Dislikes (At least 3):
His father for abandoning him and his mother
Senseless fighting
Being judged and scorned for his heritage, which does nothing for his lack of trust in people

Strengths (No more than 5):
He is very good at working with metal though not as good as the dwarven race.
Knows how to live off the land
Tracking/Stealth thanks to his elven blood.

Weaknesses (At least 2):
Not as strong as humans and other creatures
Doesn’t work well in teams due to growing up shunned due to his heritage, thus doesn’t have a lot of social skills
Medical knowledge is sorely lacking. He only knows a few herbs and trees safe to use.

Other:

Goals in life:
Explore and investigate every place, tomb and library that he can find or heard about in order to become powerful
Protect the forest in which he lives from destruction and the creatures in it
Find acceptance, if not among his blood, than hopefully among others
 
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#3
Name: Eppon
Age: 20 years old (by human standards).
Gender: Genderless by biology, female by behavior.
Race: Slime (Humanoid appearance);
Slimes are the staple target of any freshly starting, small-town, goody two shoes adventurer setting out to be a hero. Usually gathering around small town, hogging up any and all disposed material as sustenance. Slimes are usually of low intelligence and tend to operate on the base levels of survival; consume and reproduce, while being clever enough to stay away from larger towns and cities as their chances for survival are much lower.
Due to their base structure they are very quick to adapt to environment when newly born, resulting in a vast variety of breeds. Yet, their slime based structure remains, making them resistant to physical attacks as well as water-based damage. (Resistant to: Blunt Physical Damage, Pierce Physical Damage, and Water)
The key to killing a slime is to reduce their size or solidifying their bodies. Due to this, the most effective ways to eradicate them is by cutting off parts of the body, freezing the slime, or heating the slime until it liquefies and eventually evaporates. (Weak to: Slash Physical Damage, Fire, and Ice)

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Bio:
Eppon is somewhat of a privileged being, born with heightened self-awareness able to distinguish herself as an individual rather than just another pile of living gelatin. This is also what made her feel out of place among her race. Food was the best, but surely there was more to be had than eating and.. well.. making more slime.. moving on!
As she grew she became obsessed with the behavior of the children of the nearby village. While they also looked like their peers, they had traits. Personality. Things they liked, things they didn’t like. Regardless of the opinion of peers. Meanwhile the older humans were less ‘unique’ and Eppon feared she’d turn out like that. It made her insecure about herself and as a result wanted to learn from children, by being around them. Which became a string of events leading to unnecessary hardship.
His name was Neal, a young boy who had snuck out of the village and didn’t seem frightened. Going as far as to make friends with Eppon. They maintained this friendship for months. Learning from each other, finding a way to communicate. This is the reason Eppon is, to her knowledge, the only slime that can communicate verbally.
Yet, she didn’t get much practice. Their friendship was found out and she could see how upset the older humans were when they spoke to Neal. In a moment of unfounded self-blame Eppon fled, swearing to never return in the hopes it would appease the older humans.

Living alone without a tutor like Neal has taken a toll on her learning and, as a result, Eppon has a mindset very similar to the children she idolized. Creative and optimistic, yet naïve and easily manipulated. This, combined with the feral, survival-oriented traits lurking in her subconcious, makes her unpredictable and potentially dangerous.

Powers:
Shape-Shift (Slime); The ability to alter the shape of one’s body by will. The alteration of the body’s size can be achieved through consuming ‘mass’ (ie. food, weapons, and careless beings). Mass, or size, can be reduced by splitting of part of one’s body. The body cannot change its composition, color, or any other alterations apart from the shape. (ie. Turning gelatinous limb from a humanoid shape into a tentacle shape? Yes. Turning gelatinous limb into a dense, metal sword? No.)

Stomach (Slime); I suppose this would be considered a ‘power’. The ability to digest, and gain sustenance, from any type of material consumed. (ie. food, weapons, careless beings, etc.)

Weapons:
Blessed Lance; Mind you, Eppon did not defeat anyone to gain this. Eppon simply stumbled upon this old, slightly bent lance and decided it looked tasty. Turns out it had been infused with some lower form of magic, yet enough to keep it from being digested fully.
Eppon uses this eroded, worn and crooked lance to attack prey by shooting it out of her body to stab, then retract it back into the gelatinous mass that is her being. Though brittle in appearance, getting struck with this might be worse than you’d assume. It’s covered in Eppon’s stomach acid that would certainly leave a painful acid burn on anything it touches.

Blessed shards; chipped off the lance, but still sharp. These small shards of blessed material are stored inside Eppon’s mass and can be used offensively and defensively by the slime. Creating spikes to ward off predators or using them as claws, or even projectiles, when hunting.

Alliance: Slimes are loyal to food, and anyone providing food. This makes them an ally that’s easy to win over and manipulate, yet this also means they can turn the moment a better deal is offered. Make sure you become irreplaceable to a slime, or always be wary.

Personality: Eppon is a naïve, easily excitable idiot who believes she’s quite a bit cleverer than she actually is. Easily manipulated at the promise of food, and as long as she isn’t cheated out of her meal; endlessly determined to finish her task.
Being a slime she’s limited in her vocabulary and resorts to short sentences with very basic words. The best way to communicate is by answering in a similar manner, as a more expansive conversation will go over her head, in the most optimistic outcome it will be misunderstood. In the worst outcome she’s get overly defensive to make up for insecurity.

Likes:
Food, companionship, the color blue, and exploration.
Dislikes: Hunger, negativity, fish, and being patient.
Strengths: Improvisation, Infiltration, Ambushing.
Weaknesses: Gullibility, Lack of shade (Hot days), Distraction.
 
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Quinlan63

The Overlord
#4
Name: Prince Horus Cain

Age: 25

Gender: Male

Race: Human Demigod/ Summoner

Demigods- All have something different about them but in Horus' case he has great strength and a keen sense for battle. Although he can still be killed just the same as anyone else if careless.

Appearance:
Ramses.jpg


Bio (Needs to be at least 3 lines long): Horus is the third Prince of the kingdom of the sands and as such lived a life of luxury. It also didn't hurt that he was also son of the war goddess Isis. He never had to want for anything in his life. It also help for him that since he was only third in line for the throne he was not expected to do much. Unlike his older brothers who studied and trained all their lives Horus just did whatever he liked. Once he was old enough he went out into the world to explore and learn what the world had to offer. Early on he had become luck enough to meet an old man who happened to be a summoner. Due to being a demigod he had learned and mastered the art of summoning with great ease to his delight taking that knowledge with him. He had been continuing on his journey with great enjoyment. In his travels from time to time his mother will try to make him do something, which he tries to avoid but winds up doing anyway.

Powers (ie. ice magic): Summoning Magic- Over his journey he has mastered the art of summon. His specialty is summoning different types of minions who use their abilities for their master. Most of his summons take the form of beautiful women.

Combat Skills: He is decent in a fist fight and knows how to use daggers when needed but realise more on his magic.

Weapon(s): 2 daggers

Pet (No more than 2): N/A

Alliance: His family, kingdom, and to anyone he thinks is worth trusting.

Personality (At least three sentences): Horus is a free spirit who does what he likes whenever he likes it. He is prone to making conversation with anyone he sees at the moment that looks appealing to him, especially women. Although do not be fooled he still is a prince so he doesn't act kindly to those who disrespect him.

Likes (At least 3): Traveling, women, and a good drink

Dislikes (At least 3): Being disrespected, racism, and being confined

Strengths (No more than 5): Smart, agile, charming, strong and speaks multiple languages

Weaknesses (At least 2): He cannot hold his liquor well and quick to anger.

Goals in life: Horus wants to find someone worth living for..... Or something at least.

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SilverSentinal

shining silver sweet sad souls
#5
Name: Princess Ruby Tesarr

Age: 23

Gender: Female

Race : Chrysmorph ( Chrysalis Morph , basically kind of "human mixed with a bug" type of deal here)
A race that appears human from a far distance but closer inspection reveals their bug like qualities . They like in a city like normal people....except the city is built into a hollowed out mountain and that is what protects their cities and this is why they also sometimes refer to it as the hive rather then the city . They kind of have a reputation that falls both ways , their reputation is even , the bad part being that most cities are near death afraid of them because of they soldiers and the good part being that if you look past their scary soldiers and enter their city with good intentions , one will find that they are actually a welcoming race that are good merchants and excellent healers.
The strength that this race is known for is it's Pure Loyalty and it can be seen through soldiers and citizen alike , citizens won't cheat or lie to you and soldiers wouldn't abandon an ally on the battlefield , Loyalty is what keeps this race together and has thus made them immune to corruption ( yes , that means blackmailing , intimidation and bribery as well) , crime , mind control and betrayal , Physical strength of the chrysmorphs would be that they are immune to venom or poison of any kind which leads to another mental strength . All chrysmorphs , regardless of role in the hive , have sufficient medical and herbal logic to heal themselves or others. When it comes to protection a lot differs but the only similarity wound be that all Chrysmorphs have defensive shells around their bones and organs giving them that extra protection.

Their weaknesses are slightly different , despite their amazing qualities , no Chrysmorph has the capability of magic thus has no defense against it (excluding mind control and corruption magic). Despite them having a layer of strong armor around bones and organs , they are temporary and blunt weapons can still break the armor underneath exposing the rather weaker bones and organs . For mental flaws .....well they can be quite paranoid and especially at night .

For behavior ....well not much different then an ant colony , the citizens work , the soldiers protect and the royalty lead . The do protect the land around their hollowed out mountain and should someone settle near or on the land they are protecting and nurturing , they will investigate and if there are i'll intentions to the land like mining or wood chopping they will do what they must to make the settlers leave but if farming is the case they will be accepting of it and would actually sent workers to help on the farm and help it grow . They would also send soldiers to protect the farm or village from bandits and such. In their city they are more alert for they know crime can only come from the outside world and be warned ...soldiers and citizen Chrysmorphs will turn on you if you commit a crime . They have 2 types of crimes , class 1 and class 2, if found guilty of a class 1 crime you will be thrown out of the city/hive , if found guilty of a class 2 crime , you will be executed on spot . If found innocent they will simply lead you out of the royal hall and let you go , as if nothing happened
Scorpion-Taur

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Wasp Soldiers
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Drider

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Appearance :
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Bio : Just like her father before her and her grandmother before him , she is the only heir to House Tesarr and the throne of Nec-redarr , the largest Chrysmorph city ever recorded in history . To her becoming queen would be one of her dreams come true but until then she isn't tied to the royal palace and make a good use of her youth and freedom. She explores the city and land outside the mountain that Nec-redarr was built into which actually has a few towns outside that Nec-redarr protects from bandits . With all her exploration she has made , most of the army knows her personally , most of the citizens of Nec-redarr knows her personally and even the towns know her personally and they all support her should a usurper (highly unlikely) ever try to claim the throne.

Powers : Night Vision

Combat Skills: Good at hand to hand combat and quite agile and flexible giving her excellent combat capabilities with a staff and good enough skill to dodge most blows heading her way

Weapon(s): A spear that has sharp points on both sides that are constantly coated in a paralyzing fluid , claws and fangs with almost the same type if paralyzing fluid that her spear is coated in

Pet : None

Alliance: Her family and the very land and forest around their hive

Personality : She is kind to everyone , even those that she hates . Her mind sometimes become oblivious . She is open minded.

Likes : Being Outdoors , meeting new people and helping the soldiers and citizen in any way she can

Dislikes : Backstabbers , thieves and assassins

Strengths : She is agile , She is great when it comes to healing someone and She can be really sneaky making her a perfect scout

Weaknesses: She can become oblivious and she is trusting

Goal(s) in life: To one day rule and protect the land around the kingdom like her parents , if not better then her parents
 
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DanGriin

Kamen Rider Amino
#6
Name: Takeshi Terui

Age: 19

Gender: Male

Race: Homunculus (Human created through Ritualistic Magic or Alchemy)

Appearance (picture or word description, although picture is preferred):
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(Appearance When Transformed)
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Bio: Takeshi Terui was created in the Alchemical Labs of a sinister cult known as Shade. They dedicated themselves to the pursuit of a perfect human. To this end, they created many homunculi of varying races and forms. Many of these homunculi were deemed failures in their eyes, becoming menial servants and cannon fodder to protect them. One day, Shade altered their usual formula ever so slightly. The result was a Homunculus of a superior make than its predecessors. Christening it "Adam", they began training it in magic and martial combat. After training its body, they taught it science, philosophy and the arts to enrich its brain. This came with the side effect of making Adam question itself. When it compared what Shade did to what he knew was wrong, he decided to rebel. Utilizing a new power he developed, Adam transformed into Armored Rider Yuiitsu. Escaping from Shade, Adam began using his power to oppose them, wherever they may be. He even took a new name to distance himself from his old life, Takeshi Terui.

Powers: Terui has the power to transform into a masked hero that has great power and skill. In this form he has tripled strength, speed, agility and durability. His lungs can store more air than the average human and he has a combat based sixth sense. To activate this power, he simply has to manifest his Ichigo Buckle and perform his magical pose to transform.

Combat Skills: Expert in hand to hand combat, skilled swordsman and talented marksman. Very good at fighting atop a steed.
Weapon(s): Ichigo Buckle, Yuiitsu Sword, Magic Gun

Pet (No more than 2):
Elaine: A female unicorn that became his companion after he saved her from poachers. Can transform into a human woman if she wants to.

Alliance: Terui has loyalty to all those in need who cannot protect themselves. Those are the people he fights for, the source of his strength.

Personality (At least three sentences): Terui is a generally nice individual. He likes helping people and is always willing to lend a hand to those in need. This stems from the guilt he feels over those he could not help when escaping from Shade, although he'd never admit it. From time to time, Terui can display a snarky and sarcastic side of himself if he feels the moment calls for it. In a fight, Terui is both focused and fierce. He will do whatever he has to in order to get that final attack on you. Terui is a simple man, he likes to joke and help people.

Likes (At least 3):
Helping People
Elaine
Entertainment

Dislikes (At least 3):
Shade
Injustice
Mindless Obediance

Strengths (No more than 5):
Skilled in combat
Intelligent
Brave
Good Sense of humor
Dedication to Justice

Weaknesses (At least 2):
Must absorb magical energy from surroundings to transform
Desire to protect others can be used against him

Goal(s) in life:
To stop Shade and protect the innocent
 

Stimulus0response

This is Timotree my tree. :pine:
#7
Name: George
Age: 10
Gender: Male
Race: Human.
Appearance:

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Bio:
George is just your normal poor boy. Up until recently he has stayed alive by clearing tables for an opportunistic innkeeper in return for the unfinished scraps off patrons plates. He sleeps in the streets and steals opportunistically, but has no special skills in this area. The arrangement with the inn keeper recently came to an end when he was targeted by a gang of older boys who required that he help them burgle the inn or find himself be put inside out. Knowing that stealing from the inn would be suicide, as it’s most popular customers were no-nonsense military types, George has been forced to move to a new area of the city where the gang of boys cannot find him. With the loss of his one gig he is now without a single anchor to the world.

Powers: no powers.
Combat Skills: He’s a skinny half-starved ten year old as feral as a cat when forced to fight.
Weapon(s): pluck?!
Pet (No more than 2): Open to being someone's pet if fed well and given plenty of freedom...
Alliance: Still too young and malleable for anything concrete but VERY slow to trust.
Personality: Inside himself George is quite open minded and philosophical however anyone who meets him is likely to see only an angry and feral boy to whom deceit and selfishness have become second nature.
Likes: Profanity, physical comforts like a safe place to sleep and food and George is a highly impressed by violet killing.
Dislikes: George can't swim and so dislikes water. He considers religion a bit silly and is inexplicably scared of dwarves.
Strengths: He is quite emotionally intelligent and has no qualms using that to manipulate anyone if he feels that he needs to do so for his own betterment. He’s ignored by most people, on account of being a pretty generic poor street kid, and this is sometimes a strength. He is very crafty and is used to circumventing imposing people/things by leveraging the tiny bit of control he does have.
Weaknesses: Clumsy. Too young to know much and physically skinny even for his age.
Goal(s) in life:
Being the waif that he is his goals change from week to week and generally revolve around momentary physical comfort. He walks through a world of living legends and power too volatile for boarders of genetics to remain still for long and yet George seldom dreams of more than warm summer nights and a nice soup. Although he did once see a single knight effortlessly massacre five fully armed city guardsmen when they tried to arrest him. It had happened in broad daylight in one of the nastier slums and he occasionally thought it might be nice to have a bit of that going on for himself.
 

RatKing

Rodent Ruler
#8
Name: Ruvo Steelfeather
Age: 21
Gender: Male

Race: Tengu
Tengu are avian humanoids (basically bird people) whose features can resemble a large variety of birds. They possess powerful beaks, arms and legs that end in sharp talons, and feathers that cover the majority of their body. Tengu are unable to fly as they lack any kind of wings. Due to their avian physiology Tengu are typically not very physically imposing and it would be quite rare to find one capable of lifting heavy objects or being capable of taking heavy hits.

Appearance:
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Ruvo stands at 5’2”

Bio: From a young age Ruvo always had a fascination with music which led him to use his free time after working in his families carpentry business to practice singing and even work on making his very own instrument. Eventually after saving enough money from his work Ruvo was able to pay his way into a bardic college where he was able to not only learn more of the intricacies of how to better play an instrument but also how to channel magic into music. During his time there he proved to have a lot of potential and was always eager to learn. Eventually, however, the money he had saved up had run out and he could no longer afford to continue taking lessons at the school. This prompted Ruvo to round up the last bits of his savings and begin traveling the land so he could begin pursuing his passion of being a musician despite not having completed his schooling.

Powers:
Mimicry: Ruvo’s physiology grants him the ability to mimic sounds or words of others that he has heard with uncanny exactness though someone with keen enough hearing can tell the difference between his mimicry and the authentic thing. This ability does not allow him to replicate someone else’s voice but instead only allowed him to effectively playback the exact words he heard them say, kind of like a tape recorder playing back audio.

Sound Manipulation: Channeling some magic into the chords on his lute Ruvo is able to make an area within his sight devoid of sound or alternatively amplify a sound. When used to create an area of silence no sound is actually produced from the lute despite the strings visibly vibrating, this is contrasted when this ability is used to amplify sound in which the lute sounds much louder than it should be capable of especially when used to amplify its own sound to offensive levels. While this sound amplification does not harm Ruvo it does have the capability to harm the hearing anyone around him friend or foe. This ability does have two key weaknesses, namely that he simply cannot perform this ability without his instrument so being separated from his lute or it being destroyed is enough to negate his manipulation over sound.

Combat Skills: Ruvo doesn’t have much in the way of any practical “combat skills” as he has pretty much no proficiency with any kind of martial weaponry or hand to hand combat prowess and while his powers have the potential for combat he doesn’t have much of any practice using them for that purpose.

Weapon(s): a small dagger

Alliances: Friends and Family

Personality: Ruvo is a kind and somewhat quiet fellow who doesn’t often get angry. Though he does get annoyed when people waste his time or ignore him when he is speaking. He is a passionate musician that takes great pride in his musical works.

Likes: Music, Singing, Traveling
Dislikes: Cold Weather, Being Ignored, Cats
Strengths: good at making distractions, has great memory, keeps morale up
Weaknesses: physically weak, can’t really fight off an experienced combatant and requires others to defend him

Goals: To become good enough of a musician to be known across the land.
 
#9
Flotsam
King Mazu
Personal Information Age: 67

Gender: Male

Race: Tortle - Turtle people, from the southeast. Slow, long-living beings of a few centuries that house great knowledge, which usually means they are also excellent inhibitors of the arcane arts. Tortles are protected by a deity, protectors that guard many islands simultaneously that grant power to the Tortle people. Tortles are filled with vigor, but as slow is their critter namesakes. They are calm and collected at all times, lacking the brashness and rudeness of many other individuals in a race.

Appearance:
Guide me close
Bio A young, prodigious sorcerer of The Thousand Islands. This land of solitude houses exotic creatures and races unbeknownst to those of the Civilized races of the northwest. These southeast dwellers inhabit lively archipelagos, with littoral homes and plentiful tribes. They've been without contact of any other sentient races for a long millennium, so the elders of many have decided to travel to distant lands to form alliances with the other races, hopefully to benefit the world that they live in.

One such Tortle was Flotsam, the breadwinner of a tribe that houses one of the more popular deities. Gifted in unknown forces of their deities and of the manipulation in the pools of life, he was a natural contender to be sent to a vast cruise that will head straight beyond boundaries, beyond the collective continent that was the Tortle homelands. This opportunity was not one to be forgotten; it will be archived for centuries to come if they make successful contact with the Civilized, which have not been heard for centuries, not a living elder Tortle has lived long enough knowing what one even looked like. After a melody of celebrations and bidding their farewells to their friends and families, the assigned Tortles are now sent to the sea beyond the horizon, to return with great news.

The journey, however, was catastrophic and tragic. Despite their aquatic affinity, they are not controllers of the ocean, they merely live with it in this circle of life. Carnivorous fish attack the ship from days on end, earning leaks from the bottom of the ship and earning the Tortle's their first few scars fending most of them off. The larger sharks ram endlessly, attacking until one Tortle was unlucky enough to be in their reach. Their was no sight of any land anymore, any of those behind them from the islands, and any land they seek at front. The Tortles however persist, learning quickly how to fend off such aquatic assailants. Then the darkest of skies and of the seas ventured towards them, the elements themselves impeding their journey. Storms day and night bombard the ship, tearing apart sail and boards, and finally with a flash of lightning, the ship split in two and the hundred Tortle crew were sent to their watery graves immediately.

Flotsam weaved through the waters as much as he could, but, despite being excellent swimmers and being aquatic in appearance, the Tortles still require to breathe the air of land dwellers, but the crashing waves, thunderous downpour and hostile sea critters menaced everyone and everything, sending the poor Tortle to tears and incomparable fear, wishing upon the stars on the sky that are not covered by the darkest of clouds, as the screams and shouts of his dying Tortle companions die out, their bodies sinking into the abyss.

Then Flotsam woke up. He crawls as soon as he was conscious, nearer to damp soil than the gritty soil as the rain continues to pour, as his eyes are bogged of sea and sand. Not a single part of his body is spared of aches and bruises. Huddled under the protection of alien foliage he never knew of before, he looks around to find a few planks he can easily identify from what once was a ship of the Tortles. Flotsam silently surveys once more, and unsurprising but still saddening to find that no other survivor was in sight. Then the voice of a thousand tides splashed that made a deep voice call for the name Flotsam. It came from the sea, and despite not wanting to make any more relations with the abyss that is the dark ocean that swallowed his friends, he felt that he should not resist once it called once more. As his feet came upon the shore and the waves can reach up to his toes, a figure forms in front of the Tortle, to what most know as an elemental, assuring quickly of the Tortle not to be frightened, for it is a messenger of the deity of water, Mazu. It speaks to the Tortle as if they were a friend, asking about Flotsam's health, and conversing slightly about the nature of what happened at sea with the Tortles. Flotsam testifies to everything he remembers, and is relieved to have found an ally of myths and legends. Even to Tortles do talks of the existance of elementals were naught but from folktales. The elemental of water says it will depart, but not until it says that King Mazu watches over Flotsam to guide his way, to return again with help as much as it could give. With that, the elemental does dissipate, and Flotsam has renewed his courage to continue, making sure he would return only of excellent news.

Alliance: King Mazu, and the Tortle People

Personality: Everyone but Flotsam himself knows of how too feeble and kind of a soul Flotsam is. Ever since, he wishes good upon the world and his innocence has little to be cracked beyond his traumatic voyage. A pleasant soul that cares for those he trusts, finding only the good in things at its best. His kind demeanor extends to patience, but also bashfulness. The humble Tortle looks up towards being a great hero, daydreams of everyone who wished to be great. It was a miracle he was born of talent, and a studious person to boot. These are his only shortcomings, and the people felt he deserved to join on the voyage towards the boundaries despite his demeanor anyway.
The dark abyss consumes
Abilities & Skills Powers: The Tortle people have a natural affinity for the arcane magic and of aquatic forces, given their essences were of mystic and magic themselves and their long ages and archives allow them to be natural inhibitors of such energies. A natural, if ever anyone saw one. These range to a variety of ranges of spells and magic, but you can be sure they're limited to an extent beyond aquatic and marine magic.

Another reason they are so powerful is of their island protecting deities. One of the more supreme ones, King Mazu, is the deity of Flotsam's people, King of all marine life and all bodies of water according to old, vague lore, forgotten by generations as elders do not even long enough to know of his supreme rule over the world, reduced to nothing more than a protector of archipelagos. His appearance is indescribable, a mere entity described in all archives with no known hint of a figure. Some say they're also a Tortle, but many others say they are literally indescribable when a mortal does gaze upon their majesticness. Through this, it might be frightening for some to learn he is Eldritch in nature, natural laws do not apply to this being, but rest assured that it is a great god that ensures good in all lands. Mazu blesses its Tortle children, and thus the Tortles are never too magically weak.

Spells range from maritime manipiulation to transfiguration, but as a sorceror, Flotsam needs to learn of them first and he is still quite too young to be able to know many. I will list some that he learns throughout the adventure, those that only he can perform:

Water Manipulation
- Do not underestimate the strike of a crashing wave or the pressure of a jetted stream. These hard striking patterns is Flotsam's go-to procedure of self-defense against aggressive enemies, and will hesitate only slightly to attack you with them. This is only through floating of the liquid in question, nothing beyond freezing or steaming it by controlling temperature, and Flotsam is too much of a novice to know how to manipulate it into shapes, as they usually float in free form.

Portal Creation
- It turns out obeying a being that is not bound by natural laws allows one to break them itself. Flotsam can create a circular floating gateway that leads to a different location of up to only some meters, always only on Flotsam's field of view and nothing to create an exit point all the way to the horizon. He creates these slowly, but better than moving around with his seemingly-encumbered mobility.

Transformation
- Nothing more than the change of a limb, from crab legs and to tentacle arms, never able to make a new limb out of this spell and he cannot transform anything else that is not himself yet. Creative imaginations is a much needed department for a spell this ingenious, but Flotsam is admittedly a bit lacking, and had only been able to transform himself into creatures he observed in his lifetime; he cannot transform himself from whatever his mind has come up yet.

Combat Skills: Non-existent, however he knows the basics from seeing his brethren. No one does not know how to slash or thwack with a stick. That's the extent of Flotsam's martial skills.

Weapon: Ritual Dagger. It should be categorized more of an item than a weapon. It's much more useful for its intended purposes, such as summoning eldritch beings with the elders, but it should still prove sufficiently sharp to carve enemies who dare wander too close to this Tortle. If they're, say, a mollusk that is. Anyway, it is still a decent weapon anyway, so why not use it?
But I shall persist
Additional Qualities Likes:
- Arcane energies
- Interesting magical studies
- marine animals
- King Mazu
- mussels

Dislikes:
- The dark abyss that is the ocean
- danger of any form
- rambunctious allies
- crabs

Strengths:
- Being magically educated allows one to be a force of nature
- Extremely supportive both in and out of combat
- The trained mystic eye helps if anyone ever needs those who are knowledgeable when it comes to unknown energies
- Aquatic prisons and magics that break natural law is a rarity these days, none better performed than with a Tortle sorcerer

Weaknesses:
- Physically inept to the point of using magical forces when it comes to difficult athletic tasks
- Young, inexperienced; naught but a child in comparison to others of his race
- Innocence can induce vulnerability and lowered guards from any corner of every room, which Flotsam certainly has

Goals:
- To become a hero of his people, returning with excellent discoveries and defeating the evilest scheming of creatures and fiends

Other: heavily inspired by this.

 

TheCoRgiGaL

Your typical demon
#10
Name: Willow

Age: 19

Gender: Female

Race: Elf

Appearance: 1547426918278.png
Bio: Willow was brought up in a good home, and she has always been kept in a bubble. Her parents never let her out of their sight, but treated her like a princess, handing her everything she wanted. What she really wanted though (without them knowing) is adventure. She knew nothing about how dangerous the world could be, and when she finally rebeled against them and set off on her own, she was completely unprepared.

Powers: She started teaching herself to move objects with her mind through many spell books her parents kept around the house, but it was only for small objects such as glasses of water or plates of food. Her powers arent as developed as they could be.

Combat Skills: None

Weapon(s): She stole a poisoned dagger from her father when she left

Pet (No more than 2): Mouse she named Little Cheese (Or L.C. for short)

Alliance: None

Personality: Willow is naive and believes she should be handed everything. She can be stuck up, but also compassionate at times. She is almost childlike, but very curious.

Likes (At least 3): L.C, blueberries, adventure

Dislikes (At least 3): people who dont give her the things she asks for, working for things she wants, birds

Strengths (No more than 5): her psychic ability, her conpassion (eventually)

Weaknesses (At least 2): Naitivity, laziness

Goal(s) in life: to be able to see the world
 
#11
Name: Edlidain Larthanas

Age: 540

Gender: Male

Race: Shadow Elf
Shadow Elves are the Elven folk that range from 5 to 6 Feet tall. Their eyes are nothing but a blank red slate where the skin ranges from varying shades of violet and hair to shades of blacks and greys. The shadow elf species are not as quick to adapt to certain magics as others, but they make up for it with their exceptional skills to blend with the dark. Their eyes often begin to bleed whenever danger is near, this however causes them to be blinded for a short amount of time. Shadow elves often live in caves and underground then on the surface.

Appearance: 0A4F5A5A-31FF-4561-A1D1-7B44B0668373.png

Bio: Edlidain was Born as the only known shadow elf of his species to wield fire magic and live, due to his peoples gift of eternal youth (Not immortality, dont get them confused), he was able to spend his child and teenage years practicing non-stop until he was able to master it. Living in a cave most of his life, Edlidain finally grew sick of it and left his people to travel and hopefully find some kind of adventures to live out for the rest of his life.

Powers: Fire Magic, Demonic Magic (To some degree)

Combat Skills: Hand to Hand, One/Two-Handed Sword Combat

Weapon(s): Rapier of Shadows

Alliance: Paragon (Basically a good natured person that won’t hesitate to destroy anything evil)

Personality (At least three sentences): Good Natured and Caring, Edlidain likes to keep a friendly state of mind despite his intimidating look. When on a task with another individual, he will try his best to try to befriend to hopefully get a good relationship with them in the future. Edlidain is also often described when seen in battle as Strategic, he will always try and find a way to win in a battle, no matter what, when he knows that he will not win a fight, then he will not try to prolong the outcome any further and give up.

Likes: Drawing, Adventuring, Fighting

Dislikes: Evil Forces, Orcs, Demons

Strengths: Quick Grasp of Magics, Faster Speed, Intelligence, Can think better under stress

Weaknesses: Lack of Physical Strength, Eyes Bleed whenever Extreme danger is near causing him to be temporarily blind.

Goal(s) in life: Edlidain hopes to find his life full of hope and adventure wherever he goes, where no one is fighting, crime no longer exists, and where everyone is friendly towards one another.
 
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Vasarra

Dances with Dragons
#12
Name: Tyramikellzharazillian (Your typical unpronounceable Dragon name)
AKA: Zhara (Zar-ra)

Age: Appears a in mid 20's - Actually age 123

Gender: Female

Race: Metallic Dragon - Copper
Race Notes: Metallic Dragons have the ability to take on humanoid forms at will.

Appearance: Humanoid Transformation - Stands at 5'10, with a lean, curvaceous body covered with smooth, lustrous, tan skin with warm undertones. Full lips attempt to hide a pair of sharp, small fangs. Mischievous eyes gleam golden beneath arched brows, her dark hair hangs in heavy, wavy layers down to mid back. Her head sports a pair of copper-red horns tinged with blue and green that curve backwards from her crown past her long, pointed ears,and curl at the tips. Her horns and ears often adorned with bronze jewelry as well as her wrists and ankles. She wears a dark, olive green chiton held in place at the shoulders with bronze fibulae. The chiton sports a dangerous deep plunge at the chest as well as high slits on each side, exposing her lean legs. Her horns, as well as her wings and tail, can appear on her humanoid form if she desires, or not upon her will. She typically does not travel among the mortals with wings and tail displayed.
Appearance: Dragon True Form - Her scales are very striking being a warm copper color tinged with blue. Her wings are connected to her body all the way to the tip of her tail. However, her wings have a pronounced bend to them, giving them the appearance of a "V" from below. Copper dragons are powerful jumpers and climbers, with massive thigh and shoulder muscles. Stands about 10 ft high with a 60 ft wing span.

Bio: Born from an ancient line of Coppers in service to the elven god of mischief and rogues, Erevan Illesere, Zhara decided a different lifestyle. A lifestyle of freedom and adventure. She took to the sky and began adventuring around the world, learning all she could, having fun and being mischievous. She has a free spirit and goes through life without dogma.

Powers: Acid Breath, Slowing Gas, Transformation abilities. Attributes of Dragons: Flying, enhanced senses, tough hide, abnormal strength and dexterity.

Combat Skills: When it comes to combat, copper dragons preferred to avoid it. Rather than fighting openly, they preferred to taunt, humiliate, and tease their opponents until they simply gave up and ran away. However, this particular Dragon is fiercely protective and will fight fearlessly if needed, although typically in a devious manner. In true form she is a formidable foe being a massive acid spitting/gas spraying fiend with the ability to fly. In her humanoid form, she is abnormally strong for a woman with supreme dexterity, acting with tact and wit rather than brute force. Very acrobatic, moving with deadly grace.

Weapon(s): Dragon - Fangs, Talons, Tail, Acid and Gas.
Humanoid - A pair of bejeweled kukri secured in sheathes on her lower back, one has been infused with her acid, but which one? A small, hidden dagger strapped to to her thigh or tucked in a boot.

Pet: Whomever she takes a fancy to might become her pet.

Alliance: Herself. Close friends if she had any.

Personality: Feisty and flirty, although typically without sincerity. She enjoys being a trickster, teasing and taunting but not with ill intentions. She wishes to impress others with her cleverness and loves to entertain. Spontaneous and courageous.

Likes: Valuables from the earth; metals, gems, etc. Having her ego stroked. Traveling the world, discovering new people and challenges.

Dislikes: Anyone who does not find her and wiles attractive and amusing. Cold weather. Exclusivity. Being ignored.

Strengths: Clever, Persuasive, Strong, Fast, Resourceful

Weaknesses: Cold environments, Aloofness

Goal(s) in life: To see all she can see, be spontaneous, travel. She not ambitious as far as power and stature.
 

Attachments

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SilverSentinal

shining silver sweet sad souls
#13
Name: Princess Veya Zerv

Age: 23

Gender: Female

Race : Skurgion

A race that came from the old days that live on an island that broke off from the mainland quite a long time ago and was now known as the Isle of Mystery . Humans were near afraid of this race because it was the only race that wasn't stuck to shapeshifting in just one category , they shapeshifed into all of them , animals , civilized races , objects and elements . Back then they weren't known . Now they are a well known race , dubbed the Spymasters of the world by most for their unique ability to shapeshift into anything that ever existed . They are basically trained to shapeshift almost from birth and thus causes this race to grow up quite quickly in terms of soul and mind , so finding children already doing adult jobs are quite the usual thing on their island .

Their strengths comes in the form of only 2 things in the long run , this is what their strength comes down to . Shapeshifting as the obvious and their efficiency . They can find most weaknesses in races just by shapeshifting to that race and if they can't find a weakness , they will make one because in their eyes everything has a weakness . They make it their duty in combat to find a weakness . They are extremely hard to corrupt and most people usually die before they can corrupt them with magic , lies or schemes . They excel in daggers , throwing knives , poison , poison darts and traps though they aren't bad at dual-wielding weapons either .

Their weakness is in their bodies , though they can use magic , they are terribly vulnerable to it for they lack the ability to use anti - magic or protective spells . Mentally they are no different from normal people but they do tend to go into mental lashes for short time periods . This would range from rageful outbursts , uncontrollable madness to complete psycho minds and sinister , sadistic glares and responses but luckily these aren't frequent and don't last long at all so the Skurgion manage to pull themselves together quite quickly .

For behavior ( Well read the description , strength and weakness and im sure you'll get quite an idea on their behavior)

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Appearance

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Bio: Princess Veya Zerv is a young Skurrgion has had the same life as every other young Skurgion , regardless of social status . She grew up , trained and learned with all the other children of the city and that has lead to them making unbreakable bond , something Skurgion take very seriously. She has always been kind of a loner despite her interactions with the other children but as she grew she got more friendlier . When she finished with her training and her magical academy , she had a new view on life and she didn't like it ....not one bit ....she realized that beyond this island ....there on the mainland ......betrayal exists .....the one thing she would never forgive .....was on the very land she was sent to.

Powers : Shapeshifting and Dark magic

Combat Skills: She is good with daggers , and poisons , she has a neck for finding weak spots on an opponent

Weapon(s): Twin daggers , a small dart pipe with darts , a set of vials full of venom form her pets and a bag full of throwing knives

Pet :
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and
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(Both of them are about as long as her arm)

Alliance: Her Family , Friends and the very island she grew up on.

Personality : She is quite calm for a Skurgion meaning her mental lashes happens even less . She seems cold until you get to know her . She can be stubborn if she wants to.

Likes : Her pets , helping those close to her and moonlit nights

Dislikes : Betrayal , Crime and to much heat

Strengths : Agile , Gifted in Dark magic , immune to natural poison from plants and venom from animals , night vision

Weaknesses : Weak against magic , can't hold off a large group of opponents without being seriously injured , those adapt in nature can see past they animal shapes , those adapt in elemental magic can see past their element shapes , those adapt in white magic can see Skurgion disguised as other beings and those adapt in enchanting can see past their object shapes

Goal(s) in life: Just to go through life and face what life puts before her
 
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#14
1547768781467.png
Name: Leona Valdeesi

Age: 23

Gender: Female

Race (ie. Elf, Orc, etc.): Elemental
- Elementals are a race created with the joining of two high ranked, specialized mages. They must be of the same specialization to successfully pass it on to the offspring.
(e.g., two master fire mages having a child would result in a fire elemental offspring.)
- Markings on the face and body of the child immediately indicates whether the offspring is an elemental or just a mage.
- Elementals are expected to immediately begin their magic studies to gain better control of the elemental power they hold. Almost all elementals become teachers in the specialty that they inherited. Those who do not opt to share their knowledge by spending their lives with schooling are looked down upon and shunned.

Appearance (picture or word description, although picture is preferred): see above photo

Bio: Leona's parents had both been highly respected wind mages, though they never expected to bear an elemental child. Leo's mother, Natalia, had practiced wind magic, and surely excelled at the practice, but never understood the immensity of her power. Her father, on the other hand, was a well known wind mage who practiced often at the mage academies. Seeing the marking on her forehead and across her entire right arm, the two welcomed the surprise with mostly open arms. Leo proved difficult when she refused to hone her powers by going to school. She wanted to travel; Leona was determined to see the world with her own sapphire eyes. She ran away in her teens and never looked back. Now, she must keep her identity under wraps or else risk letting out her secret: she had no idea how to use her power - the power that rattled through her veins like a lightning storm and begged to be released.

Powers (ie. ice magic): Wind magic

Combat Skills: Little to none - more prone to running

Weapon(s): Keeps a crossbow slung on her back with small, hand-carved bolts

Pet (No more than 2): None

Alliance: Herself. She's a loner just exploring each corner of the world and trying to avoid trouble.

Personality: Impatient but kind, she keeps to herself and minds her own business. She'd be the type to watch something bad go down, feel bad for you, but not bother helping for fear of getting involved. Leona can be awkward, but is good at joking about herself to keep from feeling mortified. Her lack of socialization could be to blame for that. She's determined and holds a high resolve. Leona doesn't like giving up on something she cares about unless it's extremely warranted.

Likes: Storms, the cold, flowers, people-watching

Dislikes: Loud people, water travel, people touching her, children

Strengths (No more than 5): Wind magic and her ability to get out of many (but not all) situations

Weaknesses (At least 2): Water magic, close combat, not knowing how to hone her wind magic

Goal(s) in life: To find somewhere to finally settle after traveling the world for several years and not face punishment for deserting the academy.
 
#15
Name: Azrael Shuyin Cross

Age: 30.5 Years (young adult in wolf age)

Gender: Male

Race: Werewolf

Appearance (picture or word description, although picture is preferred): azrael.jpeg
Pale skin with platinum blond hair that looks white with silver eyes. He stands at 6’5” tall with an athletic build.

dire wolf.jpg
50% Dire Wolf & 50% megafaunal wolf. Even though he is a wolf he has a hyena laugh, an eerie howl that is commanding and chills the blood and the bite force of a Epicyon haydeni. Is as tall as a horse with shaggy fur which hides muscle.

Hybrid form contains teeth and claws, wolf eyes, wolf ears and tail with digigrade legs. He has wolf like features on his face consisting of round eyes, widened nose and sharp eye teeth with fur on his body. Has a small build with little muscle.

Bio (Needs to be at least 3 lines long): Azrael was born a normal human in a family of eight and for the first nine years of his childhood remained as such, living in a land far from Dacorna. That all changed when he turned ten years and a famine hit, resulting in starvation in families across the country. His parents who were weakening from illness and losing most of their animals due to starvation, butcher them or sell them to keep the family alive were forced to send out the first six born children into the world to try to find work while their parents and youngest three siblings tried to survive on the farm. The apprenticeships of him and his siblings were really being sold for money and in the dead of night when they were but half a mile from their home, were taken by their respective masters. Most got away, Azrael's fourth oldest sister was not so lucky and perished while Azrael was not strong nor fast enough to escape. What happened to his siblings is unknown as is the fate of his remaining siblings and parents back at the farm for he never saw anyone he knew again.

It turned out that Azrael's buyer was really a scientist from Dacorna who was on holiday. Really it was an excuse to look for any promising candidates for a new trial experiment and thus took the chance to buy Azrael by promising a life of comfort and education for any people he purchased. The child, along with a few others scattered throughout the lands that the scientist had been visiting, were taken back to Dacorna where they were abused and modified into monsters and killing machines. Azrael was one of the very few to succeed in the trials and suffering but it twisted his personality and made him into the beast he is today, nearly losing his sanity and tossing his humanity out the window. Those who failed the trials were used as bait for those that were stronger and fights were common as the people with Azrael became less and less human. Eventually Azrael was one of two left and was enhanced with an impervious nature towards heat and cold. Whereas Azrael was given control of cold and water, his counterpart was given control of heat and fire, resulting in the "perfect" team. When his creator and partner were brutally murdered, Azrael had to work for the one who killed his creator and partner until he killed the fool and fled. Making his way across the seas until he arrived in another land.

Powers: Water and cold, water magic, infrared perception, cloaking, Acid Generation

Combat Skills: Martial Arts, bladed weapons, limited poison and herbal knowledge, hand to hand combat

Weapon(s): claws and teeth, various pointy objects and his fists

Pet (No more than 2):

Alliance: None

Personality (At least three sentences): Azrael is a complicated person who is feared and best left alone. He can be charismatic when he wants to be and easily worm his way into a group if he has a mind to do so, where he will then quietly observe everything about it Azrael is a cold and sadistic individual who takes great delight in torture and killing anyone he doesn't like or crosses him. Developing a taste for all sorts of meat, including other shifters and humans, he likes to "play" with his food before eating it alive though has a sweet tooth and a taste for all forms of alcohol. A fierce fighter, Azrael doesn't seem to care if he is in pain when fighting and a few dozen open wounds don't bother him. He is fearless and will fight bigger competitors, just to prove he is stronger than them. Calculating and cruel, Azrael is sometimes said to be the god of chaos incarnate but nobody knows for sure. What is known is that this is not a person that can be trusted by friend or foe alike for he is loyal to very few, himself being first and foremost. Azrael does not forgive betrayal and can hold a grudge for years against someone where he will ensure he gets his revenge.

A rather brooding person, Azrael is prone to fits of violence and is quick to anger, sometimes appearing hotheaded and reckless. He gets restless without something to do and loathes man with a passion, not hesitating to sink his teeth into them and tear them limb from limb in the process. Possessing a shrewd mind and uncanny intelligence, he presents a mellow and charismatic front to any who cross his path, hiding his true personality unless someone or something causes him to snap. Often on his own and working in the shadows, there is a sliver of humanity deep within him that comes out when he plays music or engages in other artistic pursuits. He enjoys working with his hands but can't hold his liquor which gets him into fights and usually a free meal in the process. It isn't known but it is thought that Azrael suffers from some form of psychosis. He does suffer from constant and debilitating headaches of which he can't find any relief from. He doesn't tolerate disrespect from anybody but despite what he tells himself, he is still learning and honing his fighting and killing skills. Used to isolation, harsh discipline and abuse; pain and insults have grown to not bother him anymore. He tends to keep to himself and is a deep thinker. Azrael uses his smarts to keep himself level with others and is deeply introspective though is fearful of fire. He can be temperamental and moody at times, yet deep down he is also spiritual though it's likely he prays to any gods that involve death and war. Underneath he is eager to please and get praise.


Likes (At least 3):
  • Exotic Meats
  • Torture
  • The Arts

Dislikes (At least 3):
  • Humans
  • People trying to control him
  • Losing fights
Strengths (No more than 5):
  • Becomes stronger during the full moon but also makes him into a mindless beast with the urge to hunt and mate-mainly during breeding season (which is winter)
  • Heightened Senses due to being a werewolf
  • Accelerated Healing due to being a werewolf
  • Agility
  • Stamina
Weaknesses (At least 2):
  • The new moon renders him powerless and docile, sapping his energy and powers
  • Silver can burn him and wolfsbane can poison him. Combined together, can burn and poison at the same time
  • High-pitched noises
  • Magic
  • Electricity
  • Hecatolite (moonstone) combined with silver collars can make him trapped in wolf form and unable to shift
  • Lunar Eclipse
  • Fire
  • Blood loss, physical trauma, decapitation
Goal(s) in life:
  • Retain his freedom at any cost and never be owned by others again
  • Become a famous assassin and bard
Other: Weaknesses based on my werewolf lore for a dead rp I ran on here called Clover Hills as well as strengths.
 
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#16
Name: Steve Freeling

Age: 13

Gender: Male

Race: Human

Appearance:

His peers consider him freakishly tall for his age at 5' 10" (1.78 m).

Bio:
Steve comes from a normal family, the eldest of three children. His parents have tried to give him and his younger siblings a good upbringing, though this hasn't really helped him much against the other schoolkids who ostracize him for his height, derogatorily saying, "What's that grown man doin' in our classroom?" to which Steve responds indignantly. As if that wasn't bad enough, they consciously go out of their way to exclude Steve from every school activity; as a result, he often finds himself sitting in a corner alone. With all of this happening, Steve has set out on his own with only his dog and the clothes on his back, deciding that his family would be better off without him constantly causing them trouble and unaware of just how transformative this adventure will prove.

Powers: N/A

Combat Skills: He can handle himself in a fistfight.

Weapon(s): His fists

Pet:
A Golden Retriever named Stanley

Alliance:
His family
Any close friends he happens to make

Personality:
Steve is something of a loner, though it isn't like he avoids other people or dislikes being around them; he's simply accepted that he's "outside" the "invisible magic circle" because of how he's been treated without even thinking there might be another choice for him. He has very low self-esteem, viewing himself as ugly, stupid, unpleasant, and worthless. He can be bitingly sarcastic. Despite all of this, Steve is generally a kind person and he always tries to help those who are in trouble or otherwise in need. He is very honest to the point that he doesn't have a filter. As a result, even though he tries to be polite, whatever he thinks often just comes out of his mouth before he can stop himself. He tries to be open-minded and just on all issues.

Likes:
His Family
His Dog
Girls (though he isn't very good at expressing this)
Books

Dislikes:
Bullies
Abusers
Liars
Bigotry

Strengths:
Intelligence
Discernment
Physical Strength
Swimming

Weaknesses:
Low Self-esteem
Depression
No Filter

Goal(s) in life:
He simply wants to overcome his perceived faults and become a better person.
 

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