• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Fantasy Guild of Misfits Character Sheet

Main
Here
OOC
Here

Safety Hammer

A walking piece of shit in a stupid looking jacket
RULES
1.) Don't be an asshole
2.) No Mary-Sues
3.) Please notify me, Safety Hammer Safety Hammer ,if you have any major plot ideas
4.) Respect others enough to take criticism

BASIC INFORMATION
Name
: (Their true name.)
Aliases: (Other names, titles, nicknames, and aliases.)
Age: (Biological age. How long have you been there?)
Gender: (Male, Female, Genderless, or Hermaphrodite depending on Race.)
Race: (You may create your own race, provided that you will write down a fairly detailed description of its physiology, specialization etc.)
Class: (Feel free to make your own, however, the basic, recommended list can be found here: Fantasy Character Classes - TV Tropes).

PERSONAL
Sexuality
: (Ships gotta sail, then sink each other.)
High Concept: (Sum up your character in a sentence.)
Character Alignment: (Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaos Good, Chaos Neutral, or Chaos Evil.)
Personality: (At least 3 lines. Make sure the character has it's strengths and flaws.)
Backstory: (At least a solid paragraph, no more than 4 paragraphs. Keep it relevant.)

PHYSICAL
Appearance
: (Picture.)
Weapons & Armor: (Anything that the character uses for protection, or attack during combat.)
Items & Personal Belongings: (Any other items that the character has, or belong to them.)
Skills & Abilities: (Not magical. Include things like bartering, or the ability to pickpocket.)
Spells & Magic: (Magical. Spells and magical abilities that the character has.)
Weaknesses: (Weak sides of a character. Fears, inabilities, inexperience, emotional issues, mental issues, etc. Only ones that could be said to negatively affect the character.)

FLUFF (Optional)
Hobbies: (What does the dark lord do in his free time, when not vying for supremacy over the world?)
Quote\s: (Notable things that the character has said, that may show off their personality or speech type.)
Theme: (Musical theme.)
 
Last edited:
BASIC INFORMATION
Name
:
Lilith Tiren
Aliases:
Apostate, The Runaway (Used by people being rude)
The Witch Of Stone Hollow (A fun little name given to her from some locals in an area she breifly lived)
Elizabeth Gentry (A name she remembers, but she's not sure why. Occasionally uses it to hide her real name)
Age:
25
Gender:
Female
Race:
Human
Class:
Mage: Necromancer/Force Mage Specialization

PERSONAL
Sexuality
:
Demi-Romantic, Bi-Sexual
High Concept:
A mage with more secrets than spells
Character Alignment:
Chaotic Neutral
Personality:
A bit of an oddball Lilith, especially given the circumstances of her upbringing, you don't truky expect Lilith to be the way she is. An intelligent, somewhat snarky young woman with a slight chip on her shoulder, she's fairly easy to get along with. Her friends may often see her a bit of a jokester, sarcastic at least, while others may just see her an an immature annoyance (but no matter what, she probably will get one your nerves at some point.) Anyway, she's rather lively most of the time, liking to make conversation despite the fact she's an introvert mostly. She enjoys the peace and quiet, and being by herself to recharge just so Lilith can make sure she's the best version of herself. She's also blunt, and doesn't typically sugar coat most things, she only had your best interest in mind.

But as you may have already figured out, most of that is just a facade. Growing up, abuses and mentally manipulated to the extent she was will defiantly leave scars. Lilith has a hard time dealing with her's and others emotional extremes such as anger and despair, which often leads to her only making the situation worse for everyone. She has terrible nightmares, and dislikes physically contact to the point she tries to avoid it if she can. The same goes for small spaces. She has a hard time saying no to her friends, and can sometimes take things a little to personally even if nobody meant any harm by it. She gets frustrated often, and doesn't like to ask for help, even if getting some us a good idea. It took her a long time to really warm up to everyone, and still has some issues with her social skills from time to time. It would be easy to keep going, but the point is this; she may be a little traumatized, but lost of what she shows you is her true self. Her intelligence, her strength, her dedication to her friends, all of it.
Backstory:
Born in a somewhat small nation to the East, one with strict laws about mages and non-humans, Myanthra was not a happy place to live. Born in a small town, to loving parents, Lilith, or Elizabeth at the time, was happy for the few years she actually had with her family. However, at the age of five, her magical abilities manifested when she accidently sent a guard flying over a bridge. Her parents immdeiatly made plans to flee the country, but we're caught. They were executed for not only hiding the fact they were both mages, but for breaking multiple laws. Lilith was allowed to pack three things, before she was sent off to the Sable Circle. Located outside of the Capital, Lilith was sent in with the endgoal being she would either perish inside its walls, or be made into the perfect servant, and sold to the highest bidder.

She shared a small, dark, damp room with three other children, all a few years older than her. Lilith would soon learn she was the youngest child there, which didn't bode well. The first week was full of what was basically torture, the guards and trainers pushing the childern well beyond their limits to find out the full extent of their powers. Two of her roommates hearts have out after the first few days, and she was separated from the other once they figured out what "school" he should be placed in. Her on the other hand, it was a much darker story. Since the thing with the gurad was a complete accident, it took longer for her to really tap into her magic. And when she did it was explosive.

Two older students who had perished, their bodies left in the room that Lilith was confined to and tortured in, rose and came to her defense the next time the guards entered, and similar event that got her in that fucking tower sent guards out window and into tables and equipment. They quickly realized she was able to preform two differnt forms of magic, rare in that area, especially for someone so young, but that was a green light for them to break her. 12 years went by of intense training, torture, and being confined into what was essentially a closet for a room, during this time she was renamed, and almost forgot her real name. At some point, bdfore she turned 18, a student started a riot basically, one Lilith took part of despite the fact a majority of the people fighting were using blood magic. At that point, she didn't care. It lead to a mass break out, and a witch hunt across Myanthra.

She managed to make it to a port nearby, and spent months on a cramped ship before arriving to a country she didn't know the name of, but it had to be better than her homeland. She spent a long time just wandering, living in a small hovel in a small town named Stone Hollow for a little bit, before Myanthra hunters tracked her down and she had to flee, not settling down until she was 20. Five years ago she stumbled upon the guild, and was allowed to stay the night during a storm. And she just, kinda stayed. Nobody really objected though.

PHYSICAL
Appearance
:
tumblr_inline_n80g753FP31rlhrim.jpg
Weapons & Armor:
  • Medium Battle Mage Armor: A strudy armor made from cloth and leather, gifted to Lilith about a year ago. Since you can see, I obviously don't really need to explain much about it, or her then maybe say it's pretty comfortable? Despite being a little heavier than what she's use to.
  • Obsedian Enchanter's Staff: A staff made from oak and obsedian, another gift, Lilith revived this after her original staff broke while doing a job for a Senior Grand Enchater. It's nice, a little worn, but better than the one she was using.
  • Dagger: A simple iron dagger with a slightly curved blade kept in its sheath on the small of her back. It's always a good idea to carry a knife with you, even if you can use magic to smack someone into the next century.
Items & Personal Belongings:
  • Old, Black Leather Spell Tome
  • Small mortar and pestel
  • Small portable, slightly rusty scales
  • Plain Silver Chain necklace
  • Small Vial of Blood, sealed with white wax
  • A leather bracelet with three bear claws and a small feather attached to it
Skills & Abilities:
  • Alchemy: Potions for your health and well-being, salves to help with burns and bruises, and poisons to increase the damage you can do, Lilith knows a side variety of mixtures that work, and loves to experiment with some she's come up with herself. Be wary about being asked to test one though.
  • Gardening: Since she's never had much money, and since the guild has fallen on hard times, she often has to go out and find her own ingredients, and she's often brought them back so she spent have to keep venturing out. Her room is full of plants, and she's takengood care of all of them.
  • First Aid: She knows enough to keep you from dying immideatly, and she can put something back into socket, etc. You probably won't die that's the point.
  • Cooking: Her and a few other mages were forced to cook in their Circle, and she you know, didn't forget how to.
Spells & Magic:
Lilith has learned from two magic schools, studying the art of Necromancy and the telekentice ways of the force mage. Both use a form of primordial energy, yet each varying in many ways.
  • Necromancer:
    • Horror: Lilith unleashes spirits of fear that terrify all enemies within a 3 yard casting area. It does not have to be three yards encircling Lilith, as she can choses where the spirits will appear. During the enemy panic, Warriors and Rogues can combo with the mage, dealing mostly uninterrupted damage. However, and enemy can break free from their panic should they be shot with any type of projectile, more magic, or have strong enough will.

      Panic Duration: 20 - 50 seconds, sometimes even shorter than 20 depending on enemy willpower
      Mana Cost: 10
      Side Note: Great for intimidation
    • Spirit Mark; Lilith may mark a target with an attacking spirit, inflicting ongoing damage for a short time. If the target dies while marked, the spirit mimics the victims body briefly to fight on her and allies behalf.

      Spirit Damage: 25 DPS
      Mimic Time: 10 Seconds, Damage increase to 50 DPS
      Mana Cost: 15-20, Depending on the spirit called fourth
    • Spirit Bomb: Lilith curse an enemy, inflicting ongoing spirit damage, and then trigger the curse in a devastating explosion. Allies and Lilith are not immune to said explosion, so, do take care.

      Spirit Damage: 110% weapon damage per second
      Duration: 12 seconds
      Explosion Damage: 400% weapon damage
      Area of Effect: 5 yards
      Mana Cost: 30
      Side Note: Makes for a wonderful distraction
    • Spirit Haste: Lilith increase the speed of the entire party. While this ability is active, all enemies move and attack more slowly by comparison. This ability consumes and is powered by Focus. The longer the spelling sustained, the faster allies move, but at a greater cost to Lilith. Spirits guide and help her and Allies move faster, but to keep them around required her concentration and more mana as time goes on. It's a rather draining spell. When her concentration is broken, even for a moment, the spell reverts to their one, before disapating completely

      Tier 1: Enemies slow by 50% for 6 seconds, Allies speed increased by 10%, Mana cost 10
      Tier 2: Enemies slow by 51% for 12 seconds, Allies speed increased by 13%, Mana Cost 15
      Tier 3: Enemies slow by 52% for 18 seconds, Allies speed increased by 16%, Mana Cost 20
    • Simulacrum - Passive: If Lilith are knocked down and unable to regain her feet, or knocked unconscious, a spirit under her control takes on her likeness and fights on her behalf for a short time. The spirit draws magic directly from Lilith and wherever it was summoned, casting spells that only drain a small bit of mana. However, until the spirit leaves, nobody can get near her to help until the spirit leaves, as its one goal is to protect Lilith. If it thinks you are trying to harm her, it will attack you.

      Duration: 30-60 seconds
      Mana Cost: 15-30
    • Spirit Blessing: Killing enemies attracts spirits that increase the power of any attacks for a short time. Affects Lilith and any allies within two yards of her, grants a small boost in speed, strength, and durability. The spirits chose when to come in however, allowing Lilith to alert her allies to regroup near her, so you will not be boosted the entire fight, perhaps only two or three times per battle if you are lucky.

      Damage Bonus: 10%
      Speed Boost: 10%
      Damage Absorption: 10%
      Duration: Depending on how long Lilith can keep focus, the spell can last anywhere from a minute to 20 seconds. The more people effected, the less the duration (Typically 2 seconds off for each person)
      Mana Cost: 15
  • Force Mage:
    • Unshakable: Lilith suppresses the physical and elemental force of incoming attacks, using a magical self barrier to become nearly immune to knockdown or other effects that interrupt combat. However timing is of utmost importance. If someone is sharing at her and she cast it to early, the effect is gone by the time they have reached her, and she will be in able to cast it again. Cast it to late, and it doesn't really serve much purpose other than making her glow a little. She also cannot cast it on allies. (A bit like Orisa funnily enough)

      Duration: 5 Seconds
      Mana Cost: 10
    • Makers Fist: The mage slams enemies into the ground with incredible power, against which armor is no protection. They will fall regaurdless, remain on the ground for 10s, staggered for another 8s, before regaining their feet. Certain classes can use this to their advantage, effectively comboing with this spell, as allies are not effected, but the window of opportunity is small.

      Physical damage: 2.7 times the victim, varies from each enemy. Some however are able to withstand the force, only being put to their knees
      Enemy armor momentarily useless
      20% stun chance vs normal/unarmored enemies
      Activated Size: 3yards
      Mana Cost: 40
    • Telekentic Burst: Lilith summons a wave of telekinetic force that hurtles enemies away from the core of the blast. Lilith typically ends up being the core, so this is a spell to get enemies off her back if she needs to breath during battle. Interestingly enough, Lilith has perfected a concentrated version of the spell, which allows for more precise directioning and a slightly wider range of use, however it comes with a loss of range

      Normal:
      20x physical force of caster
      Activated Size: 2yards
      Mana Cost: 25
      Concentrated:
      Same Physical Force of caster
      Activated Size: 2 feet in any direction
      Mana Cost: 5
    • Pull of The Abyss: The mage conjures a maelstrom of energy that draws enemies to its center while slowing them to a crawl. Picking a subject to draw enemies towards as a way to expose ambush sights, gather them for a massacre, or to wrangle in stragglers. The effects show themselves on Lilith as well, because after casting, she is sluggish and a bit disorientated for a few moments, perhaps 20s to a minute

      -30% enemy attack speed
      -45% enemy movement speed
      Activated Size: 6 yards
      Mana Cost: 40
      Duration: 8s
    • Gravitational Ring: Lilith can redirect the gravity in an area to significantly reduce enemies' speed. The closer an enemy is to the center of the spell, the greater the effect. Rangers and other classes that primarily use long range weapons benefit the most, as the gravitational change affects allies as well, slowlying the down considerably, though not as much as enemies are slowed.

      Enemy attack speed and movement speed reduced based on distance from epicenter
      Activated
      Size: 4 yards
      Mana Cost: 50
      Duration: 20s
Weaknesses:
  • Closed Off/Distant: Lilith comes from a nation where mages are locked away and trained to become submissive wepons, slaves, and pets. If you don't submit, you're tortured until you do, or you're made an example of. So, growing up, she never had any close friends and family, she the ones she did have, she lost. This is a self defense mechanism she's still working to move past.
  • Claustrophobic: Another fear string from her childhood, she cannot deal with tight and enclosed spaces, even more so if it's dark. She actually cannot function. However, Lilith tries her best to hide this as weakness was a sign of being compromised, which lead to punishment.
  • Close Range Combat: Magic isn't the best to use at close range because you aren't immune to your own spells. And Mages are hardly ever taught how to use a sword or even a knife for those types of situations. She relies on her allies to protect her so she can give support from the back line, and if they fail, well, let's hope everyone is prepared to watch her run around to try and put distance between her and whoever she's fighting. (It's kinda funny to watch)

FLUFF
Hobbies
:
Studying, Reading, Gardening, Napping, Experimenting With Different Spells/Mixtures
Quote\s:
"Mages are feared for good reason. Don't forget that."
"We're good people! The only thing that makes us different from you is that magic is considered more dangerous than a blade."
"You men are all the same, no matter the race."
"Perhaps...no."
Theme:
Hehehe
Voice Claim:
You only gotta listen to a few seconds
 
Last edited:
Appearance: 920d401ebd155e3d6e94603c82faa9e9.jpg
d070eb4ffb83aec62d5067d6cc175979.jpg



BASIC INFORMATION
Name
: Sir Avery Valencia
Aliases: Crow
Age: 33
Gender: Male
Race: Human
Class: Dark Knight

PERSONAL
Sexuality
: Bisexual
High Concept: An honorable man on an alternative knight's path
Character Alignment: Chaotic Good
Relatives: N/A
Organizations\Affiliations:
Personality: Despite his intimidating appearance, he's actually a very nice man if you don't plan to threaten him. He has never and will never have any qualms about killing someone unless they're a child. He prefers to let his charisma do all the work for him. Speaking of Charisma, he's full of it and he's a born leader.

Bio: Avery was a Swordsman from the time he was 15, a prodigy able to take on multiple of his peers at once. He served in the Royal Army at age 18. His rank ups were numerous and fast, as he dedicated himself to qualify with every other weapon. While he qualified with every weapon, he chose to focus on sword and crossbow. After 8 years, at age 27 he got out. Now he works as an escort security guard for trade caravans within a guild he joined.

PHYSICAL
Weapons & Armor
:
  • Knight's Light Armor- forged steel chainmail, featherweight, yet durable enough to where no dull blade is getting pass it. Stronger gauntlets are around his hands and his feet
  • Bastard Sword
  • Buzzsaw Shield- A shield he could also throw as a buzzsaw to slash enemies in half from mid-range
  • Crossbow with a Quiver of 50
  • Spiked Gauntlets- A punch can pierce an unarmored man's skull and kill him
  • Bombs of various types- Gas, Ice, Incendiary, etc.

Items & Personal Belongings:
  • Money
  • Survival Gear
  • Mana Potions


Skills & Abilities:
  • Sharpshooter- He's fairly accurate with his Buzzsaw and Crossbow
  • Bomb Maker- He makes grenades to throw
  • Charisma- He can convince the average Joe to give him information

Spells & Magic:
  • Sleight of Hand- allows him to reload his crossbow really fast. When he spins it around, another arrow appears (taking from his Quiver of course). This looks like a shotgun spin and allows him to operate it with one hand instead of needing both
  • tumblr_n1cdqs9mKu1sexpt5o1_500.gif
  • Decoy- Creates a decoy of himself. When it's destroyed, it explodes. Useful in crowds

Weaknesses:
  • Long Range- He's effective at close and mid range. Sniper attacks will be very difficult
  • Children- Will put himself in danger to save an endangered child
  • Stab Weaponry- His armor protects well from slash weapons and minor blunt attacks like punches, but leave him more susceptible to stab weapons like spears
  • Light Armor- Anyone with enough strength and a sharp enough blade can get through his lighter armor. That's the price of mobility
  • One handed Inaccuracy- Handling his crossbow one handed makes him unable to accurately shoot targets from a distance.

Other:
 
Last edited:
Just Another Elf
5621effea1e56b0a4c0c84c2_589efd1a974071be0e62527c_320.jpg

BASIC INFORMATION
Name
: Wilbur Lalafaell
Aliases: Willy, Knife-Ear, Elf Boy
Age: 19
Gender: Male
Race: Half Wood Elf/Half High Elf
Class: Ranger/Healer

PERSONAL
Sexuality
: Homosexual
High Concept: Elf boy from the city who is eager to become an adventurer like the heroes in his stories
Character Alignment: Neutral Good
Personality: Wilbur is a rather complex person. On one hand, he desperately wants to become a hero and an adventurer like his heroes, but he also lacks many heroic qualities, most notably bravery. But for what he lacks in courage, he makes up in his other qualities. An unabashed optimist, Wilbur always tries his best to make the best of a situation, even in they are in dire straits.
Backstory: (At least a solid paragraph, no more than 4 paragraphs. Keep it relevant.)

PHYSICAL
Appearance
:
c01402cedc2126051044e74de2618f5c--fantasy-characters-tarot-cards.jpg
Weapons & Armor:

636483039096314878.png65fe2c75e16822ac1714a57554ff6538.jpg
e524396295617a4ce18012cb59a1e067.jpg
0aae2759cd538f471cf68f550d0a25a9.jpg
il_570xN.1497532079_kvjs.jpg

Items & Personal Belongings:
  • x1 apothecary's satchel of healing herbs
  • x1 copy of The Monster Hunter's Encyclopedia Collector's Edition
  • x1 pan flute
  • x10 tea bags
  • x3 raspberry scones
  • x1 hammock
  • X1 pair of extra undies
  • x1 blanket
  • x2 candles
Skills & Abilities:
  • Smart - Wilbur might not be the most experienced as the other monster hunters in fighting, but he sure as heck knows a lot about monsters!
  • Heartthrob - Something about being a cute gay elf with a tragic backstory just happens to squeeze at the heart of men and women alike.
Weaknesses:
  • Inexperience - Wilbur is fairly new to this whole "adventuring" thing. So when it comes to swordplay or monster hunting, or even dungeon diving, he might know a lot, but has not done much in real life.
  • Naive - Having been raised by a human foster father in the fairly well-to-do city of Halewynn, Wilbur isn't used to "the real world". He is easily taken advantage of, and this is the main reason why he has very little money.
  • Shoeless - Elven feet are weird. On one hand, they are durable enough to go barefoot on sharp rocks, hot sands and cold snow and not cause discomfort, but they are also soft and rather senitive. So sensitive, in fact, that Wilbur refuses to wear shoes, since they cause him so much discomfort, leaving them completely exposed.
FLUFF (Optional)
Hobbies: (What does the dark lord do in his free time, when not vying for supremacy over the world?)
Quote\s: (Notable things that the character has said, that may show off their personality or speech type.)
Theme:

 
Last edited:
BASIC INFORMATION
Name: Violet Queen
Aliases: Primrose
Age: 21
Gender: Female
Race: Human
Class: Mage: The Summoner

PERSONAL
Sexuality: Bi-Curious
High Concept: A super chill human mage from the thieves den that thinks they can read the future, but they definitely cant.
Character Alignment: Lawful Evil
Personality: Violet is a classic extrovert, being that she is always cheery and excited by meeting others despite if she is planning on using them for personal gains or not Violet is just happy to meet people. Violet is also very open to new people and things often times over sharing with them and she is not able to read social cues that well due to her sheltered childhood. Despite all of that she is very conscientious planning ahead before doing anything that may result in harm, she will always have a plan A, B, and C as well as fallback plans for her fallbacks.
Backstory: Violet is an only child before she was born her parents tried many times to have a child but they weren't able to conceive one no matter what they tried it just wouldn't work out for them. However, as they grew older into their late 30's Violet came along and surprised the couple wanting to keep her safe the family sheltered her as a child keeping her indoors and away from other kids her age. Since this happened Violet never learned the important social cues that everyone else would learn and she often oversteps her bounds, and this persisted in her spoilt youth until she reached the age of 12.


When Violet turned 12 something grew inside of her, it was her adventurous spirit that was born when she was looking out the window of her house one day, when she confronted her parents about it they shrugged it off not wanting to lose their only child. However Violet would never turn down this chance over the next week she prepared to run away and start an adventurous life in the middle of the night she left and stowed away on a caravan with some food and coin leaving behind only a note. After a couple of months of struggling on the streets, she was found by a sympathetic thieve from the thieves den they brought her into the inner circle and trained her to become a thieve but it was about at this time when her abilities as a summoner began to develop.

Violet stayed at the thieves den making a second home there, she often wrote letters to her parents and would send them from nearby towns, in the night she practiced thievery and during the day she explored her powers in summoning her first summon was a spider that would fit in the palm of her hand. The spider had no real use at first as Violet didn't know how to properly use her powers but over time she learned the true power that could come from the Spider, she would use it to scout around being able to briefly see through its eyes she could check for guards. The spider would be able to get inside of houses easily and make sure no one was home and as time developed so did her summoning skills until eventually, she left the thieves guild with nothing but a note left behind saying "I'm going on an adventure!"

PHYSICAL
Appearance
1544780704542.png
Weapons & Armor:

  • Black Theives Armor: Nothing special just light armor dyed black with the thieves crest on the shoulders and back.
  • Dagger: Simple iron dagger for self defense.
Items & Personal Belongings:
  • Locket: A simple silver locket around her neck, it was the first thing she stole at the thieves den.
  • Diary: For Violets eyes only, no peeking.
  • Ring: A Enchanted ring with the ability to turn pages without touching them.
Skills & Abilities:
  • Weak Pickpocket: Nothing special there is a reason she left the thieves den after all
  • Weak Stealth: Not particularly good at sneaking.
  • Lockpicking: Violets skill at lockpicking is what normal thieves would be at.
  • Strong Charisma: Violet is very charismatic and is often able to talk people out of things despite not being able to read them well.
Spells & Magic:
  • Summoning Magic: The initial summons consumes Violets power, when the summons first arrives in the world they lack knowledge and power but the longer they stay there the more they learn about themselves and the more they increase in power however Violet can only have one summon active at a time as well as it drains a lot of stamina from her to keep the summon for long periods of time.
  • Summon Spider: Summons a palm-sized black widow can be used for assassination but Violet doesn't like to, she prefers to use it for recon.
  • Summon Fire Spirit: Summons a human-sized ball of flames that are used for attacking purposes mainly.
  • Summon Elk: Summons a spirit elk used for transportation.
Weaknesses:
  • Stamina: Violet isn't very active and doesn't have a lot of stamina
  • Combat: Violet has a summons for fighting and as such she has not frontline combat abilities herself.
  • Women: What can Violet say, she isn't a lady killer but she gets slain by the ladies.
 
Last edited:
BASIC INFORMATION
Name: Violet Queen
Aliases: Primrose
Age: 21
Gender: Female
Race: Human
Class: Mage: The Summoner

PERSONAL
Sexuality
: Bi-Curious
High Concept: A super chill human mage from the thieves den that thinks they can read the future, but they definitely cant.
Character Alignment: Lawful Evil
Personality: Violet is a classic extrovert, being that she is always cheery and excited by meeting others despite if she is planning on using them for personal gains or not Violet is just happy to meet people. Violet is also very open to new people and things often times over sharing with them and she is not able to read social cues that well due to her sheltered childhood. Despite all of that she is very conscientious planning ahead before doing anything that may result in harm, she will always have a plan A, B, and C as well as fallback plans for her fallbacks.
Backstory: Violet is an only child before she was born her parents tried many times to have a child but they weren't able to conceive one no matter what they tried it just wouldn't work out for them. However, as they grew older into their late 30's Violet came along and surprised the couple wanting to keep her safe the family sheltered her as a child keeping her indoors and away from other kids her age. Since this happened Violet never learned the important social cues that everyone else would learn and she often oversteps her bounds, and this persisted in her spoilt youth until she reached the age of 12.


When Violet turned 12 something grew inside of her, it was her adventurous spirit that was born when she was looking out the window of her house one day, when she confronted her parents about it they shrugged it off not wanting to lose their only child. However Violet would never turn down this chance over the next week she prepared to run away and start an adventurous life in the middle of the night she left and stowed away on a caravan with some food and coin leaving behind only a note. After a couple of months of struggling on the streets, she was found by a sympathetic thieve from the thieves den they brought her into the inner circle and trained her to become a thieve but it was about at this time when her abilities as a summoner began to develop.

Violet stayed at the thieves den making a second home there, she often wrote letters to her parents and would send them from nearby towns, in the night she practiced thievery and during the day she explored her powers in summoning her first summon was a spider that would fit in the palm of her hand. The spider had no real use at first as Violet didn't know how to properly use her powers but over time she learned the true power that could come from the Spider, she would use it to scout around being able to briefly see through its eyes she could check for guards. The spider would be able to get inside of houses easily and make sure no one was home and as time developed so did her summoning skills until eventually, she left the thieves guild with nothing but a note left behind saying "I'm going on an adventure!"

PHYSICAL
Appearance

View attachment 513844
Weapons & Armor:

  • Black Theives Armor: Nothing special just light armor dyed black with the thieves crest on the shoulders and back.
  • Dagger: Simple iron dagger for self defense.
Items & Personal Belongings:
  • Locket: A simple silver locket around her neck, it was the first thing she stole at the thieves den.
  • Diary: For Violets eyes only, no peeking.
  • Ring: A Enchanted ring with the ability to turn pages without touching them.
Skills & Abilities:
  • Weak Pickpocket: Nothing special there is a reason she left the thieves den after all
  • Weak Stealth: Not particularly good at sneaking.
  • Lockpicking: Violets skill at lockpicking is what normal thieves would be at.
  • Strong Charisma: Violet is very charismatic and is often able to talk people out of things despite not being able to read them well.
Spells & Magic:
  • Summoning Magic: The initial summons consumes Violets power, when the summons first arrives in the world they lack knowledge and power but the longer they stay there the more they learn about themselves and the more they increase in power however Violet can only have one summon active at a time as well as it drains a lot of stamina from her to keep the summon for long periods of time.
  • Summon Spider: Summons a palm-sized black widow can be used for assassination but Violet doesn't like to, she prefers to use it for recon.
  • Summon Fire Spirit: Summons a human-sized ball of flames that are used for attacking purposes mainly.
  • Summon Elk: Summons a spirit elk used for transportation.
Weaknesses:
  • Stamina: Violet isn't very active and doesn't have a lot of stamina
  • Combat: Violet has a summons for fighting and as such she has not frontline combat abilities herself.
  • Women: What can Violet say, she isn't a lady killer but she gets slain by the ladies.
Appearance: View attachment 513583
d070eb4ffb83aec62d5067d6cc175979.jpg



BASIC INFORMATION
Name
: Sir Avery Valencia
Aliases: Crow
Age: 33
Gender: Male
Race: Human
Class: Dark Knight

PERSONAL
Sexuality
: Bisexual
High Concept: An honorable man on an alternative knight's path
Character Alignment: Chaotic Good
Relatives: N/A
Organizations\Affiliations:
Personality: Despite his intimidating appearance, he's actually a very nice man if you don't plan to threaten him. He has never and will never have any qualms about killing someone unless they're a child. He prefers to let his charisma do all the work for him. Speaking of Charisma, he's full of it and he's a born leader.

Bio: Avery was a Swordsman from the time he was 15, a prodigy able to take on multiple of his peers at once. He served in the Royal Army at age 18. His rank ups were numerous and fast, as he dedicated himself to qualify with every other weapon. While he qualified with every weapon, he chose to focus on sword and crossbow. After 8 years, at age 27 he got out. Now he works as an escort security guard for trade caravans within a guild he joined.

PHYSICAL
Weapons & Armor
:
  • Knight's Light Armor- forged steel chainmail, featherweight, yet durable enough to where no dull blade is getting pass it. Stronger gauntlets are around his hands and his feet
  • Bastard Sword
  • Buzzsaw Shield- A shield he could also throw as a buzzsaw to slash enemies in half from mid-range
  • Crossbow with a Quiver of 50
  • Spiked Gauntlets- A punch can pierce an unarmored man's skull and kill him
  • Bombs of various types- Gas, Ice, Incendiary, etc.

Items & Personal Belongings:
  • Money
  • Survival Gear
  • Mana Potions


Skills & Abilities:
  • Sharpshooter- He's fairly accurate with his Buzzsaw and Crossbow
  • Bomb Maker- He makes grenades to throw
  • Charisma- He can convince the average Joe to give him information

Spells & Magic:
  • Sleight of Hand- allows him to reload his crossbow really fast. When he spins it around, another arrow appears (taking from his Quiver of course). This looks like a shotgun spin and allows him to operate it with one hand instead of needing both
  • Decoy- Creates a decoy of himself. When it's destroyed, it explodes. Useful in crowds

Weaknesses:
  • Long Range- He's effective at close and mid range. Sniper attacks will be very difficult
  • Children- Will put himself in danger to save an endangered child
  • Stab Weaponry- His armor protects well from slash weapons and minor blunt attacks like punches, but leave him more susceptible to stab weapons like spears
  • Light Armor- Anyone with enough strength and a sharp enough blade can get through his lighter armor. That's the price of mobility
  • One handed Inaccuracy- Handling his crossbow one handed makes him unable to accurately shoot targets from a distance.

Other:

BASIC INFORMATION
Name
:
Lilith Tiren
Aliases:
Apostate, The Runaway (Used by people being rude)
The Witch Of Stone Hollow (A fun little name given to her from some locals in an area she breifly lived)
Elizabeth Gentry (A name she remembers, but she's not sure why. Occasionally uses it to hide her real name)
Age:
25
Gender:
Female
Race:
Human
Class:
Mage: Necromancer/Force Mage Specialization

PERSONAL
Sexuality
:
Demi-Romantic, Bi-Sexual
High Concept:
A mage with more secrets than spells
Character Alignment:
Chaotic Neutral
Personality:
A bit of an oddball Lilith, especially given the circumstances of her upbringing, you don't truky expect Lilith to be the way she is. An intelligent, somewhat snarky young woman with a slight chip on her shoulder, she's fairly easy to get along with. Her friends may often see her a bit of a jokester, sarcastic at least, while others may just see her an an immature annoyance (but no matter what, she probably will get one your nerves at some point.) Anyway, she's rather lively most of the time, liking to make conversation despite the fact she's an introvert mostly. She enjoys the peace and quiet, and being by herself to recharge just so Lilith can make sure she's the best version of herself. She's also blunt, and doesn't typically sugar coat most things, she only had your best interest in mind.

But as you may have already figured out, most of that is just a facade. Growing up, abuses and mentally manipulated to the extent she was will defiantly leave scars. Lilith has a hard time dealing with her's and others emotional extremes such as anger and despair, which often leads to her only making the situation worse for everyone. She has terrible nightmares, and dislikes physically contact to the point she tries to avoid it if she can. The same goes for small spaces. She has a hard time saying no to her friends, and can sometimes take things a little to personally even if nobody meant any harm by it. She gets frustrated often, and doesn't like to ask for help, even if getting some us a good idea. It took her a long time to really warm up to everyone, and still has some issues with her social skills from time to time. It would be easy to keep going, but the point is this; she may be a little traumatized, but lost of what she shows you is her true self. Her intelligence, her strength, her dedication to her friends, all of it.
Backstory:
Born in a somewhat small nation to the East, one with strict laws about mages and non-humans, Myanthra was not a happy place to live. Born in a small town, to loving parents, Lilith, or Elizabeth at the time, was happy for the few years she actually had with her family. However, at the age of five, her magical abilities manifested when she accidently sent a guard flying over a bridge. Her parents immdeiatly made plans to flee the country, but we're caught. They were executed for not only hiding the fact they were both mages, but for breaking multiple laws. Lilith was allowed to pack three things, before she was sent off to the Sable Circle. Located outside of the Capital, Lilith was sent in with the endgoal being she would either perish inside its walls, or be made into the perfect servant, and sold to the highest bidder.

She shared a small, dark, damp room with three other children, all a few years older than her. Lilith would soon learn she was the youngest child there, which didn't bode well. The first week was full of what was basically torture, the guards and trainers pushing the childern well beyond their limits to find out the full extent of their powers. Two of her roommates hearts have out after the first few days, and she was separated from the other once they figured out what "school" he should be placed in. Her on the other hand, it was a much darker story. Since the thing with the gurad was a complete accident, it took longer for her to really tap into her magic. And when she did it was explosive.

Two older students who had perished, their bodies left in the room that Lilith was confined to and tortured in, rose and came to her defense the next time the guards entered, and similar event that got her in that fucking tower sent guards out window and into tables and equipment. They quickly realized she was able to preform two differnt forms of magic, rare in that area, especially for someone so young, but that was a green light for them to break her. 12 years went by of intense training, torture, and being confined into what was essentially a closet for a room, during this time she was renamed, and almost forgot her real name. At some point, bdfore she turned 18, a student started a riot basically, one Lilith took part of despite the fact a majority of the people fighting were using blood magic. At that point, she didn't care. It lead to a mass break out, and a witch hunt across Myanthra.

She managed to make it to a port nearby, and spent months on a cramped ship before arriving to a country she didn't know the name of, but it had to be better than her homeland. She spent a long time just wandering, living in a small hovel in a small town named Stone Hollow for a little bit, before Myanthra hunters tracked her down and she had to flee, not settling down until she was 20. Five years ago she stumbled upon the guild, and was allowed to stay the night during a storm. And she just, kinda stayed. Nobody really objected though.

PHYSICAL
Appearance
:
View attachment 512911
Weapons & Armor:
  • Medium Battle Mage Armor: A strudy armor made from cloth and leather, gifted to Lilith about a year ago. Since you can see, I obviously don't really need to explain much about it, or her then maybe say it's pretty comfortable? Despite being a little heavier than what she's use to.
  • Obsedian Enchanter's Staff: A staff made from oak and obsedian, another gift, Lilith revived this after her original staff broke while doing a job for a Senior Grand Enchater. It's nice, a little worn, but better than the one she was using.
  • Dagger: A simple iron dagger with a slightly curved blade kept in its sheath on the small of her back. It's always a good idea to carry a knife with you, even if you can use magic to smack someone into the next century.
Items & Personal Belongings:
  • Old, Black Leather Spell Tome
  • Small mortar and pestel
  • Small portable, slightly rusty scales
  • Plain Silver Chain necklace
  • Small Vial of Blood, sealed with white wax
  • A leather bracelet with three bear claws and a small feather attached to it
Skills & Abilities:
  • Alchemy: Potions for your health and well-being, salves to help with burns and bruises, and poisons to increase the damage you can do, Lilith knows a side variety of mixtures that work, and loves to experiment with some she's come up with herself. Be wary about being asked to test one though.
  • Gardening: Since she's never had much money, and since the guild has fallen on hard times, she often has to go out and find her own ingredients, and she's often brought them back so she spent have to keep venturing out. Her room is full of plants, and she's takengood care of all of them.
  • First Aid: She knows enough to keep you from dying immideatly, and she can put something back into socket, etc. You probably won't die that's the point.
  • Cooking: Her and a few other mages were forced to cook in their Circle, and she you know, didn't forget how to.
Spells & Magic:
Lilith has learned from two magic schools, studying the art of Necromancy and the telekentice ways of the force mage. Both use a form of primordial energy, yet each varying in many ways.
  • Necromancer:
    • Horror: Lilith unleashes spirits of fear that terrify all enemies within a 3 yard casting area. It does not have to be three yards encircling Lilith, as she can choses where the spirits will appear. During the enemy panic, Warriors and Rogues can combo with the mage, dealing mostly uninterrupted damage. However, and enemy can break free from their panic should they be shot with any type of projectile, more magic, or have strong enough will.

      Panic Duration: 20 - 50 seconds, sometimes even shorter than 20 depending on enemy willpower
      Mana Cost: 10
      Side Note: Great for intimidation
    • Spirit Mark; Lilith may mark a target with an attacking spirit, inflicting ongoing damage for a short time. If the target dies while marked, the spirit mimics the victims body briefly to fight on her and allies behalf.

      Spirit Damage: 25 DPS
      Mimic Time: 10 Seconds, Damage increase to 50 DPS
      Mana Cost: 15-20, Depending on the spirit called fourth
    • Spirit Bomb: Lilith curse an enemy, inflicting ongoing spirit damage, and then trigger the curse in a devastating explosion. Allies and Lilith are not immune to said explosion, so, do take care.

      Spirit Damage: 110% weapon damage per second
      Duration: 12 seconds
      Explosion Damage: 400% weapon damage
      Area of Effect: 5 yards
      Mana Cost: 30
      Side Note: Makes for a wonderful distraction
    • Spirit Haste: Lilith increase the speed of the entire party. While this ability is active, all enemies move and attack more slowly by comparison. This ability consumes and is powered by Focus. The longer the spelling sustained, the faster allies move, but at a greater cost to Lilith. Spirits guide and help her and Allies move faster, but to keep them around required her concentration and more mana as time goes on. It's a rather draining spell. When her concentration is broken, even for a moment, the spell reverts to their one, before disapating completely

      Tier 1: Enemies slow by 50% for 6 seconds, Allies speed increased by 10%, Mana cost 10
      Tier 2: Enemies slow by 51% for 12 seconds, Allies speed increased by 13%, Mana Cost 15
      Tier 3: Enemies slow by 52% for 18 seconds, Allies speed increased by 16%, Mana Cost 20
    • Simulacrum - Passive: If Lilith are knocked down and unable to regain her feet, or knocked unconscious, a spirit under her control takes on her likeness and fights on her behalf for a short time. The spirit draws magic directly from Lilith and wherever it was summoned, casting spells that only drain a small bit of mana. However, until the spirit leaves, nobody can get near her to help until the spirit leaves, as its one goal is to protect Lilith. If it thinks you are trying to harm her, it will attack you.

      Duration: 30-60 seconds
      Mana Cost: 15-30
    • Spirit Blessing: Killing enemies attracts spirits that increase the power of any attacks for a short time. Affects Lilith and any allies within two yards of her, grants a small boost in speed, strength, and durability. The spirits chose when to come in however, allowing Lilith to alert her allies to regroup near her, so you will not be boosted the entire fight, perhaps only two or three times per battle if you are lucky.

      Damage Bonus: 10%
      Speed Boost: 10%
      Damage Absorption: 10%
      Duration: Depending on how long Lilith can keep focus, the spell can last anywhere from a minute to 20 seconds. The more people effected, the less the duration (Typically 2 seconds off for each person)
      Mana Cost: 15
  • Force Mage:
    • Unshakable: Lilith suppresses the physical and elemental force of incoming attacks, using a magical self barrier to become nearly immune to knockdown or other effects that interrupt combat. However timing is of utmost importance. If someone is sharing at her and she cast it to early, the effect is gone by the time they have reached her, and she will be in able to cast it again. Cast it to late, and it doesn't really serve much purpose other than making her glow a little. She also cannot cast it on allies. (A bit like Orisa funnily enough)

      Duration: 5 Seconds
      Mana Cost: 10
    • Makers Fist: The mage slams enemies into the ground with incredible power, against which armor is no protection. They will fall regaurdless, remain on the ground for 10s, staggered for another 8s, before regaining their feet. Certain classes can use this to their advantage, effectively comboing with this spell, as allies are not effected, but the window of opportunity is small.

      Physical damage: 2.7 times the victim, varies from each enemy. Some however are able to withstand the force, only being put to their knees
      Enemy armor momentarily useless
      20% stun chance vs normal/unarmored enemies
      Activated Size: 3yards
      Mana Cost: 40
    • Telekentic Burst: Lilith summons a wave of telekinetic force that hurtles enemies away from the core of the blast. Lilith typically ends up being the core, so this is a spell to get enemies off her back if she needs to breath during battle. Interestingly enough, Lilith has perfected a concentrated version of the spell, which allows for more precise directioning and a slightly wider range of use, however it comes with a loss of range

      Normal:
      20x physical force of caster
      Activated Size: 2yards
      Mana Cost: 25
      Concentrated:
      Same Physical Force of caster
      Activated Size: 2 feet in any direction
      Mana Cost: 5
    • Pull of The Abyss: The mage conjures a maelstrom of energy that draws enemies to its center while slowing them to a crawl. Picking a subject to draw enemies towards as a way to expose ambush sights, gather them for a massacre, or to wrangle in stragglers. The effects show themselves on Lilith as well, because after casting, she is sluggish and a bit disorientated for a few moments, perhaps 20s to a minute

      -30% enemy attack speed
      -45% enemy movement speed
      Activated Size: 6 yards
      Mana Cost: 40
      Duration: 8s
    • Gravitational Ring: Lilith can redirect the gravity in an area to significantly reduce enemies' speed. The closer an enemy is to the center of the spell, the greater the effect. Rangers and other classes that primarily use long range weapons benefit the most, as the gravitational change affects allies as well, slowlying the down considerably, though not as much as enemies are slowed.

      Enemy attack speed and movement speed reduced based on distance from epicenter
      Activated
      Size: 4 yards
      Mana Cost: 50
      Duration: 20s
Weaknesses:
  • Closed Off/Distant: Lilith comes from a nation where mages are locked away and trained to become submissive wepons, slaves, and pets. If you don't submit, you're tortured until you do, or you're made an example of. So, growing up, she never had any close friends and family, she the ones she did have, she lost. This is a self defense mechanism she's still working to move past.
  • Claustrophobic: Another fear string from her childhood, she cannot deal with tight and enclosed spaces, even more so if it's dark. She actually cannot function. However, Lilith tries her best to hide this as weakness was a sign of being compromised, which lead to punishment.
  • Close Range Combat: Magic isn't the best to use at close range because you aren't immune to your own spells. And Mages are hardly ever taught how to use a sword or even a knife for those types of situations. She relies on her allies to protect her so she can give support from the back line, and if they fail, well, let's hope everyone is prepared to watch her run around to try and put distance between her and whoever she's fighting. (It's kinda funny to watch)

FLUFF
Hobbies
:
Studying, Reading, Gardening, Napping, Experimenting With Different Spells/Mixtures
Quote\s:
"Mages are feared for good reason. Don't forget that."
"We're good people! The only thing that makes us different from you is that magic is considered more dangerous than a blade."
"You men are all the same, no matter the race."
"Perhaps...no."
Theme:
Hehehe
Voice Claim:
You only gotta listen to a few seconds

Super accepted!
 

Users who are viewing this thread

Back
Top