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Fantasy Moonlit Crisis CS

Character Sheets & Guidelines
This is the CS thread, which house all submitted character sheets along with the template. Liked CSs will mean that they are approved and accepted. Keep the OOC in the OOC thread, including CS reviews and feedback.

Approved CSs will receive a like.


 
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CS TEMPLATES

Extra coding is not necessary, as long as the required content are present.​

  • For the human characters, they shall follow only a single CS template, regardless of their capabilities.

    Ordinary Human/Mage/Descent/Mage Hunter *Leave only where your character belongs to. Remove everything else.

    Place Character Image Here.

    Name:
    Age: *Must not go lower than 17.
    Gender:

    Height: *Measured in feet(ft).
    Weight: *Measured in pounds (lbs).

    Appearance: *Optional. At least a paragraph, if you choose to do so. If you cannot provide a picture, it must be at least two (2) paragraphs.

    Personality: *At least a paragraph.

    Backstory: *At least two (2) paragraphs. Describe your character's life until the current time.


    Strength: *Your character's physical strength. Rate from E to A, with E being as weak as an under-nourished person, and A being as strong as a bull.
    Endurance: *Your character's physique and sturdiness. Rate from E to A, with E being frail and under-nourished, and A being as tough as a boulder.
    Agility: *Your character's overall speed and dexterity. Rate from E to A, with E being as slow as a turtle, and A being slightly faster than Usain Bolt.
    Luck: *Your character's luck and ability to change destiny. Rate from E to A, with E being a magnet for disaster, and A being a constant grand prize winner in any raffle draw/lottery.
    Magical Strength: *For magecraft-users only, remove if inapplicable. Your character's magical prowess and strength of their magecraft. Rate from E to A, with E being comparable to a street magician, and A being a 'wizard' in terms of the matter.
    Genesis Strength: *For "Genesis"-users only, remove if inapplicable. Your character's "Genesis" ability overall strength and usefulness. Rate from E to A, with E being only capable of granting a minuscule amount of advantage, and A being able to almost guarantee victory.


    Spells: *Only for magecraft-using characters. Describe your overall magic capabilities, and list your character's array of spells.

    Genesis: *Only for "Genesis"-using characters. Describe your character's "Genesis" ability, and include their lineage.

    Equipment: *Items that your character carries. List and describe only the important and most-used ones.
 
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Descent

full


Name: Elaine Shaltir
Age: 23
Gender: Female

Height: 5' 6"
Weight: 132 lbs

  • Personality: Elaine is known to have a quiet, polite demeanor to those around her, particularly those who don't know her well. Though many are indifferent to her existence, she is most reknowned for her law-abiding persona. If one steps out of line, or begins causing havoc past her line of tolerance, she will speak up and as swiftly as she can, address the issue. Some respect her for this trait, but most see it as a nuisance, especially troublemakers. While she is quiet, she is not shy, and can be charistmatic if she has to be. She usually appears calm and expressionless, but certain topics(such as books, her fighting style(which she developed using knowledge from her martial arts) and desserts) will cause her to light up significantly, and she can be exciteable in a sense. Her reason can be hard to budge, especially to do with the law, but she tends to have a weak spot for family issues or upbringings, due to her own circumstances. Despite her organised mindset, her mind tends to try to process too many things all at once, and will occasionally blank out if she stresses out too much. As such, she is uncannily susceptible to stress. With things like affection, especially with those she doesn't know, she stiffens up quickly and is usually unsure of how to handle such situations. However with her family, particularly her younger brothers, she loves to cuddle them, even now that neither of them are children. While she does seem a little prideful, it's not to a great extent.

    • Electric Dragon - A medium sized lightning bolt slithers through the air towards an enemy, in the shape of a fearsome dragon.
    • Thunder Shock - From the sky/roof, a lightning bolt swiftly strikes an enemy.
    • Rubble Hurl - From the earth/floor, a combination of dust/rubble/stone is thrown at the enemy. Typically used to deal little damage, and blind the enemy momentarily(or somewhat reveal them).
    • Silver Glow - From the user's hand, a small, soft, silver glow appears, which may be pressed against a wound to accelerate regeneration in that area, and halt bleeding.
    • White Aura - A white glow surrounds a body, protects it from infection and somewhat accelerates general regeneration.
    Genesis: Scales cover the majority of her body, leaving her impenetrable in many areas. There are small openings in areas people do not commonly aim for, such as her ankles, knees, feet, elbows, wrists and the nape of her neck. She is descended from the villain 'Dragon Witch' Matilda, who had a dragon grand familiar and utilized powerful fire spells to wreck havoc amongst the people.
    Matilda was well-known for her arrogance, but she ultimately had the cunningness and pure magical strength to back it up. She typically wore a large pointed hat, which gave her the impression of a classic witch from fairytales, and it became one of her most iconic traits. Less noticeable, but still present on her being, was a small, old golden locket, which seemed to contrast against the rest of her upbeat appearance. Her eyes, though typically covered by her hat, were a vivid crimson, and her hair was an ironically angelic blond colour. Her crimson dragon, Fyrig, was her powerful partner in crime, and caused a significant amount of the carnage the pair created. Though not for a very long period of time, Matilda caused much destruction and havoc during her prime.

    Matilda was born the eldest daughter in one of the many typical families struck by poverty, with too many mouths to feed, and much too little sustenance to go around. As the oldest and fittest, with her parents frail and old, she had the most responsibility, and quickly plunged into the darker side of society to keep her family alive. She lied, she stole and she killed, just to make ends meet. However, one day, the townsfolk found out what she had done, and chased her and her family far out of their settlement. Her mother lectured her affectionately, telling her there were things that musn't be done no matter what, once she found out about the monster that was her own child. And so, Matilda attempted to change a new leaf, in the new city they entered. Instead of her previous methods of collecting money and food, she begged on the streets, despite hating it more than anything with her high pride.

    One day, she discovered a flyer, posted neatly in their torn-down mailbox, looking for a live-in maid, with no experience required. It appeared to be a rather well-paid job, for her standards anyway, despite being rather far away from home. She reasoned she could simply send the money to her family, since she was especially excited to attempt to get a job for once. Her interview went well, and she was quickly accepted into the flaboyant household. At the time, she had no suspicion of how easy it was to get such a well-paid job. For a short while, things were peaceful, and Matilda was incredibly content with her current lifestyle.

    But, things began to change. Whether it be a slight caress, or an unnatural 'bump', her employers began to sexually harass her. When she realized the severity of her situation, and attempted to escape, her employers had already set the trap. Threatening the lives of her dear family members, Matilda was forced to continue her job. But, being the cunning person that she was, she took advantage of the situation, and began infiltrating the small magical library they had for revenge, all the while evading her employers as much as she could without it effecting her work. Matilda had known of magic for a long while now, since the young master of the household's slip of the tongue. He even bragged about some new spell he had learnt to his magecraft friends, which Matilda happened to catch as she passed by. Nonetheless, she had a strange knack for the world of magic. Chants seemed to flow fluidly from her lips, and her spells eloquently effective after only a short amount of training. Whether her ancestry has something to do with this, she didn't know, especially since her mother had passed recently.

    Then came the fateful day. Far beneath the household, in the basement, during a beautiful, peaceful night, the preparations for a grand familiar summoning were complete. Her magic skills had been honed greatly over time, but she wanted more. She desired the sweetest revenge of all time. Using a Blood Scale, a relic she had stolen from a prestigious family when they came for a celebration, as a catalyst, and her mother's old locket as an anchor, she summoned the great dragon, Fyrig of the Flames. He immediately took a liking to the resolute, prideful witch that was Matilda, and gladly formed a contract with her. As if it was waiting for her, the blue moon arose at that very moment.

    It was only moments later, that chaos ensued. Riding her new supporter, Matilda destroyed and burnt to ash the very bodies of her enemies. Remembering the location of the many acquaintances of the rich household, she utterly obliterated them all, leaving not a trace of the Vuleur family. It was as if the very lineage ceased to exist. Once she had satisfied her desire for revenge, she continued to wreck havoc across multiple towns, except for the one her family was presumably located, of course. When she eventually came to pay her dear family a visit, she found out that they had died of starvation a long time ago. None of the money she had sent from her job, had reached them, and they had slowly and painfully, withered away.

    Overcome by rage and despair, Matilda went on a rapid rampage. Despite having previously battled the hunter, and won, she had been weakened by her despair, and was ultimately shut down by the powerful mage hunter( SRUNewman SRUNewman 's ancestor) desiring vengeance. Perhaps one of the most iconic moments of their fight, was when he pierced the locket that was the anchor to her dragon. He became a hero, through defeating her, but, she wasn't dead. Her battered body was an illusion, and she had teleported far away to enter hiding, since she had fufilled her revenge already anyway. Once the government found out about this, they simply spread the word that she was dead, since they didn't want to create any more panic among the people. Perhaps they attempted to find her, but she was never seen again.
 
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Mage
c750dda407e58835d51dbabdc5fbb6dc--venetian-masks-circus-theme.jpg

Name:

Grinn S. Laughter

Age:
21(?)

Gender:
Female(?)


Height:
5'5"

Weight:
136 lbs


Appearance:
Grinn's faced is covered by a grinning jester mask, complete with frills and bells. She appears in a variety of jester outfits and masks of varying color, pattern, and design. Grinn is always in a jester outfit, no matter where or when she appears. Her whole ensemble covers her entire body, not a single inch of skin visible to the world. Even the eye holes for her mask is covered by glasses decorated to look like real eyes. Though her gender is unknown, she is presumed to be a female due to her voice and the figure of her body. Grinn always moves in an elaborate, fabulous, extravagant, and flamboyant manner, as if she is an actor in a play.

Personality:
Grinn is the embodiment of chaos and mischief. She has no clear allegiances and is equal parts likely to help you and stab you in the back. She is fickle and indecisive and tends to think short term rather than plan for the long term. She does whatever she thinks will be fun and will give no thoughta about the consequence it may have, until it comes back to bite her ass. She is irresponsible and lacks patience, instead reveling discord and mayhem brought about by her random and chaotic actions. She is childish as well and is not above pranks and mischief, in fact, Grinn could very well be considered a child at heart. She can be quite kind and goodnatured to those she likes, even going so far as to offer her services for free. She also gets quite bired at lonely at times and she absolutely loves to coddle and spoil her Grand Familiar. She also never takes off her mask for some reason, not even when she’s alone. She eats with it on, or at least an illusion of it on her face as she eats.

Despite her mischievous and childish personality however, there is also a darkness that lurks underneath. She appears to take great pleasure in the suffering of others, be it their despair or pain. She relishes dealing pain and suffering, especially to those who annoy and anger her. She is suspiciously skilled in prolonging their pain and suffering, taking delight the longer it gets. She’s also not above mindless slaughter if she feels like it. To her it would be no different from playing with her Familiar, or going to see a movie. It’s something that she does for fun.

Backstory:
Nobody knows who Grinn really is. In fact, no one is quite sure how long she has been around. There have been rumors of sightings of a person very similar in description with Grinn as early as the 1600s and has since been seen from time to time throughout history. Whether this is a plain coincidence, a poser imitating the original, a membeer of an organization, or even an immortal being, what’s clear is that whoever this person is, they bring nothing but trouble to both Mages and Nonmages.

The current Grinn is especially chaotic and destructive. She’s been known to assassinate prominent figures on a whim, not only Mages but even those who have no connection with their world. She’ll bomb a school just because she was bored, raid a museum of magical artifacts for fun, and even pull a practical joke on powerful mages just because she could. And despite their best efforts, Grinn manages to slip away. Sometimes it’s due to her slippery tactic, others due to her confusing magic, and sometimes she wasn’t even there to begin with, a poor hapless Nonmage the puppet for her games.

Grinn is also known to offer her services from time to time, and she does exemplary work on thise occassions. It’d be wise not to be too vague on the job description though, unless you want an entire city’s population contracting a deadly illness just to kill a single person. What she asks as payment is even more random than the way she completes a task. She asked for a gallon of ice cream once, a chandelier made of gold another, she even asked for a pony once. What she earns from all thise is unknown, but i’s safe to say that she did it all out of boredom.

The lengths she goes to in order to entertain herself is absurd. So absurd in fact that she even summoned a Grand Familiar just because she was feeling lonely. Not for power, not to help her in a grand quest or something. She summoned a power being, a being that could very well wipe out an army on their own, just so she won’t be lonely. And so summon one she did. Grinn went into an ancient cathedral in Eastern Europe, she just finished killing an ancient vampire so she was in the neighborhood. Grinn paid a local weather mage to make it storm on a full moon just so the ambience would be perfect. Then at the stroke of midnight, surrounded by hundreds of candles that lit up the entire cathedral, Grinn began to chant a long, poetic, and ultimately useless chant. She did it all for the theatrics, not for practicality. After her chant, Grinn proceeded to summon her familiar. Imagine her delight when what popped out was a cute little kid instead of a hulking warrior or a dreadful assassin. She gleefully squealed as she hugged the cute little Familiar and swept her off her feet. And that is how the Bloody Mary returned to the world of the living.



Strength: D
Endurance: D
Agility: A
Luck: B
Magical Strength: B



Spells:
Grinn's repertoire of spells consists of only mind and illusion magic. Smokes and Mirrors, mind games, and misdirection are her tools of trade, a maddening carnival of bright lights, loud sounds, and horrific visions. She has a quirk of naming her spells after carnival rides and attractions. Why? Why not?

House of Mirrors: Once the spell is cast, every person within the area of the spell will generate a number of clones. The clones number from 1-10 and will perfectly copy the original's movements. Once attacked the clones will burst into shards of glass, injuring those hit by it.

Merry-Go-Round: The person targeted by the spell would undergo a visual and auditory hallucination. Their surroundings would start to slowly spin and start to rise up and down. Bright and colorful lights dance around in the surrounding and an annoyingly cheerful and loud carnival music starts playing on and on. Targets afflicted by the spell would find their sense of direction messed up, like a tourist in a bustling metropolitan.

Spinning Teacups: The target feels an intense bout of nausea and vertigo, making the poor soul feel like a lactose intolerant person chugged a gallon of milk, spun around 10 times, then went on a roller coaster ride. The duration of the spell is extremely short, lasting for only a minute, but it certainly will be messy.

Kaleidoscope World: The world will start to look like a kaleidoscope. Shifting shapes forming beautiful imagery, a splash of rainbow as bright and vibrant colors fills the world.

Grinn's Funhouse of Delight, Excitement, Artistry, Thrill, and Happiness!: Grinn's magnum opus. Grinn takes control of the target's body, now the master of the body as the hapless owner can do nothing but watch. The puppets are not granted any special abilities, however, due to the fact that Grinn could manipulate it however she wants, the puppets are able to do inhuman feats. Their speed and strength improved at the cost of their body's integrity since Grinn removes its limiter. They can bend their joints in unnatural angles, providing increased agility and mobility at the cause of the owner's pain. The worst part is, the victims are still in their, trapped in their minds. They feel whatever the bodies feel, causing severe and torturous pain. The puppets are clothed the same as Grinn using illusion magic. Grinn can only control 4 puppets at once and can only control those with no mana or magic on them.

Skills:

Assassination: Grinn’s most famous skill. Grinn goes to absurd lengths in order to secure a kill. She’s willing to poison an entire cities water supply, kidnap her quarry’s family and torture to lure her target out of hiding, sabotage a train track to kill her target, bring down a plane. And bomb a building just to make sure the person she wants dead remains dead. However, Grinn prefers to avoid direct combat, since she’s pretty lousy with it.

Torture: Grinn just loves inflicting pain of others, and like killing, turns it into an art form. She’s familiar with the classics like the Brazen Bull, Judas Cradle, Pear of Anguish, some relatively modern ones like electrocution, waterboarding, cutting off appendages and such. However, what Grin loves the most is to make up her own torture methods, a lot of which are very graphic.

Art: Bet you didn’t expect this one did you? While Grinn maybe an artist of torture and death that doesn’t mean that she can’t appreciate the finer arts like painting and sculpting and all that. She is actually pretty good at painting, and while she could use more practice when it comes to sculpting, she’s also pretty decent at wood carving.

Music: Another unlikely one. Grinn can play both the piano and the violin, with her being better at the violin. She likes the fast and upbeat songs, finding the slow ones to be too dreary for her tastes.

Poison: Ah, back on track. What self respecting assassin would be lousy with poison? Though not her preffered means of killing, she knows quite a lot of them. She uses them from time to time, though you’ll find no quick and clean death here. As you probably already know, clean and quick isn’t her MO. The poisons that she does use are the messy and agonizingly painful ones, the ones where you wish for death rather than endure another second of agony.

Equipment:
Grinn owns quite a lot of items, though admittedly quite a few of them are useless trinkets. Here are some of the more noteworthy ones.

Grinn’s Jester Outfit: It’s the most iconic look of Grinn herself. A Jester outfit with a lot of bells, frills, and even lace. The color, pattern, and design vary from time to time, but all are undoubtedly Jester outfit. The outfit is enchanted to allow Grinn to turn invisible for a few seconds, which if used correctly can allow her to disappear from her enemies.

Grinning Mask: Grinn’s mask. Like the outfit, the Mask also comes in a variety of colors and design. Grinn never takes it off, not even when alone. When she needs to eat, she’ll cast an illusion on her face that mimicks the mask so that she can eat with it still technically on. The mask is enchanted to block mind magic cast on Grinn, rendering mental illusions, mind control, and telepathy useless on her. Auditory and visual illusions still works on her though.

Hands of a Thousand Knives: The gloves are enchanted with a magic that connects it to a magical storage. When the magic is activated, it allows Grinn to reach in and take whatever is inside the storage. As the name would suggest, the storage it is connected to the brim with knives. Some for slashing, others for stabbing,and a few for throwing.

Boots of Mischief: Boots enchanted with a Silence spell, it allows Grinn to eliminate any noise she may make when sneaking. The boots is also enchanted to prevent tracking, leaving no trace for any tracker to follow.
 
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Descent

2OrnsMX.jpg


Name: Madilynn Houdini

Age: 22

Gender: Female

Height: 5'3
Weight: 112 lbs

Appearance: Madilynn is a rather petite girl standing at a mere five foot three inches. She sports a modest B-Cup breast size with a tone and athletic build and hourglass-ish waistline. She has absolutely no muscle tone to be seen aside from faint distinctions on her arms and belly, clearly a runner/athletic type build. During her working hours...which really is whenever she feels like it or has a show booked, she tends to wear the above outfit as her stage outfit. Sometimes she'll wear it simply walking around, though on days she prefers to be more comfortable she can be seen wearing a simple pair of shorts alongside a variety of different tops.

Personality: Madilynn is quite the prideful sort and a little bit greedy. She believes herself to be a far greater Magician than Harry Houdini was, and with good reason...or so she thinks. Of course as the only living heir to the families small fortune bar her parents this is where her greed comes in. While she already has quite a lot of funds she continues to work to add on to it, booking ever increasingly popular shows, performing street magic, and other ilk.

Aside from her greed and pride the girl is actually quite kind if not the jokester sort. She doesn't really take anything seriously at all, often not even life or death situations. She believes fully in living life to the fullest and having fun while doing it. While not reckless per-say, she isn't afraid to take risks at all given her line of work. She's generally quite quick to make friends with her underlying charm and witty humor, though it doesn't always work out of course it generally tends to in the long run.

Backstory:

Growing up Madilynn's life had always been pretty grand growing up. Of course she didn't always have her magic abilities, no, for one she had to grow into them. And two, well, she had to get her hands on her families Grimoire. Before all that though Madilynn would have a happy life with her parents and her friends from school. Of course, she wasn't put through public school. No, instead she was put through a decently expensive private school to avoid the 'common folk' fawning over her or picking on her due to her heritage.

She didn't mind at all, enjoying the finer sides of life by far. By the age of 13 she would get her hands on the families Grimoire, and in turn start studying magic. Not everyone in her family had the ability to wield Magic but it would seem she did, and quite adeptly at that. At-least with some training. At first she couldn't control it whatsoever, often making quite the mess trying to hone and learn her powers. Though of course not everyone started out a natural with magic unless they were some sort of prodigy so her parents assured her it was a normal occurrence.

She would keep at it, not really discouraged at all, knowing that she could be a great magician like her ancestor if she tried her best. It would be the age of 18 that she discovered her Genesis ability 'The Grand Escape'. It was winter and she had been driving home from school and a truck drove her off the road and down the side into a tree. She survived the initial hit with moderate injuries however she was pinned into the car unable to reach her phone to call for help or to free herself. She tried everything she could to get herself free, though none of her magic was powerful enough to move the steel of the car or safe enough to get it away from her without injuring herself further.

She wasn't really sure what she did other than focusing on getting free, wanting it more than anything else possible...and suddenly appearing outside of the car behind it in the snowy grass. Relieved and certainly not sure what had happened at all, though having a hunch, the girl managed her way to the front seat to nix her phone from the floorboards and call for help. It was later explained to her by her parents once she was released from the hospital that what had happened was no mere coincidence or twist of fate, it was something that a rare few in their bloodline possessed. A Genesis ability that Harry Houdini himself used to perform most of his escape acts.

It was told that, popular to contrary belief, that his death was no mere accident or stunt gone wrong. That day he had been sabotaged by a mage hunter, drained of his mana previous to the show in a fight for his life. He had been warned not to go along with the stunt due to very likely not having enough to perform his escape ability, and as such died due to his ignorance and pride as the greatest escape artist to ever live.

Of course...this only drove her to pursue his line of work, not at all deterred by the actual cause of his death. No, she believed with enough training she could be even better than he was. At first she started out with simple street magic, seeing as her family hadn't performed in quite some time she needed to get the name Houdini back up there. She would gradually over the years grow more and more famous, eventually getting to the point where she could regularly book shows if she so wished. A lot of the time though she stuck to street performing. It netted a decent amount of money, was low risk, and it was incredibly fun.

In the end, her life only seemed to get better and she couldn't be happier.

Strength: C
Endurance: C
Agility: D
Luck: D
Magical Strength: D
Genesis Strength: C

Spells: Madilynn is sufficiently skilled in wielding her magic and has a decent array of such. Though she could definitely be more skilled in some areas, needless to say she's somewhat lax on her daily training. For the most part she uses her magic to perform her magic acts. She's well aware that it's against the 'rules' to expose the mundanes to magic, but she couldn't care less. Nothings' happened so far, so she seriously doubts it ever will. ...Even if it was the reason her ancestor died.

For the most part Madilynn possess fire, smoke, and a bit of lightning magic for special effects. Most of these she uses simply for special affects in her shows. After all, the ability to make your own effects all by yourself with minimal effort is quite useful. While these abilities can be used in combat she prefers not to fight, rather to toss down and smoke screen and run like hell. When forced to fight she fights somewhat dirty, using her abilities to confuse, distract, disorientate, or otherwise divert their attention away from herself.

She doesn't really have any special abilities in line with her magic, generally your standard fare of fire and lightning abilities. Nothing to fancy, just enough to get the job done.

Genesis:

The Grand Escape
A Genesis ability only possessed by two others in her bloodline other than Harry Houdini himself. This ability, while decently taxing on the mana reserves, is useful for many an occasion. Most of the time she uses it in her escape acts to perform. Though, it has quite the useful defensive applications. As is rather obvious on the tin, provided she has the mana and the binds aren't magical, Madilynn can escape nearly anything and re-appear a few feet away. It can also be used in dire circumstances as something as a one use 'Get the hell out while the getting is good.' card should she be cornered at any time. It functions the exact same as escaping binds, causing a thick cloud of smoke and for her to appear somewhere within a fifteen foot radius. Randomly if she doesn't have a particular use in mind, she cannot use it to teleport inside buildings while outside without being able to have a clear view of the inside. And vice versa.

Equipment: Madilynn carries a satchel around with her cellphone, credit cards, some cash, and of course a variety of different candy. Beyond the standard fare of items in her bag she carries a small can of mace and a knife for self defense.
 
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WIP
Descent/Mage Hunter


latest


Name: Aoiki Suzumiya
Age: 24
Gender: Male

Height: 6'1"
Weight: 179lbs

Personality: Aoiki is a very happy person. He finds joy in what he does. He has never been seen frowning or upset. Some have said his happiness is unnatural. The thing is what he is happy doing is murder. He in all sense is a psychopath. He finds his fun only though murdering, specifically Mages. He has no remorse for human life. He doesn't outright kill non-mages but if they get in the way he will end them as quick as possible.

Backstory: Aoiki was born to a family of Mage Hunters. He enjoyed the company of his family and liked the work that his family was apart of. His family was able to harness powers from the greatest Mage Hunter in history who they are descended too. Aoiki sadly was not able to harness this power. His family isn't really sure why he cant but his ability as a fight made up for it.

Though through the years he began to care less and less about the life of a Mage. It came to the point where he would search for any Mage he could to kill them. He stopped registering some of his kills. This did not bode well with his family and the stronger Mages.

The Mages came to his home to take him away and stand trial for his misdeeds. Aoiki looked to his family to get him out of this mess but they let the Mages take him away. Aoiki was enraged by this and went into a blind rage he broke away from his captures and even though he wasn't able to do it in the past was able to use his Genesis power. In his rage, he killed all of the Mages and his entire family and ran. Now he kills any mage he comes across with his new power.


Strength: D
Endurance: D
Agility: B
Luck: B
Magical Strength: E
Genesis Strength: A


Genesis: Mage Killer- Aoiki can summon a Dark Specter to fight by his side. It is said that the Specter is the ancestor of his family that was cursed by a witch when he died. The specter can sense a Mage and hunts it with dark cold resolve. If the specter touches a mage it can attempt to suck out the mana stored up in the mage.
Aoi Suzumiya was the son of a rice farmer. They were able to make enough money to survive thanks to the popularity of rice. He worked and strengthened his body through that work. On a day Aoi likes to forget his family was murdered by something he hadn't thought to be real, a Mage. This mage moved about silently and through the shadows. Aoi noticed him sneaking around the farm and make its way to the farmhouse. Aoi followed but only to make it in time to watch as the mage slowly drain the blood from his families bodies. The blood was literally flying out of their bodies and into the mage's hand forming a sphere of blood. Aoi didn't have much time he rushed the mage with a pitchfork and stabbed him to death. Sadly he was too late and his family was dry of all blood and now dead husks on the floor. After this, he joined the local military to learn how to fight and after years at war, he was discharged. He went to find someone who knew about mages and found a teacher, a teacher for mage hunters. Aoi gave all the money he had and his training began. It didn't take long for Aoi to master his fighting and begin hunter. He learned that not all mages were evil and he vowed to never kill an innocent mage in his life. After years he was ready to retire but he watches as a dragon summoned by a witch torn through a village and started destroying it. He fought her for what he thought was her death but he was gravely wounded. Seen as a hero Aoi was taking to be cared for. What did happen was one of his many enemies a powerful mage snuck into his deathbed and cursed him to be used as an instrument of death for the rest of his life then killed Aoi.
Equipment: *Items that your character carries. List and describe only the important and most-used ones.
 
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*Note: If you can't see the information and your screen is less than 13 in. in width, you might have to zoom out.

Name
Role
Master

Physical Age
Spiritual Age
DOB
POB

Height
Weight
Skin Tone
Build
Hair
Eyes

Mods

Scars
Duban
Grand Familiar
TBD

26
2,536
520 BCE
Persia

6'0"
162 lbs
Medium tan
Lean/toned
Chestnut brown
Hazel

Gold dangle earrings
Scattered across body


Playlist
Face & Soul


Background


Skills & Magic


Notes
face & soul

appearance
His skin is a medium tan, flawed by the many scars from war. As a young boy, his body was always on the lankier side, however, five years of military service proved useful. The rough training and physical strain his body has endured is obvious to those that lay their eyes on him as there isn't the slightest hint of fat remaining. Duban's chestnut brown hair falls to his waist in a neat braid, tied with a lovely, femininely blue ribbon, and his hazel eyes are characterized by both wittiness and devilish charm. At times, however, they can be rather forlorn or cold, but only the most observant are able to play witness.
persona
wip


background

Duban was born as an orphan during the peek of Persia's golden age. The social hierarchy and structure made him a serif at birth, and like most serifs he was forced to perform duties such as farming and servitude. Unlike other children his age, however, whom understood the importance of silence and compliance, he was a bit on the rowdy side. When he didn't like something, he'd immediately spout words that were incomprehensible to most but clear to the highly educated. There even came a point in his childhood where his master would constantly belittle and beat the future sage, but luckily that came to an end when he was sold to the royal family. It was then that he quickly befriended someone whose age was not far from his own, First Prince Yunan.

Everyone was against a royal befriending someone of the lowest class, but their friendship seemed to spark something that was believed to be long lost in the young prince. After the Queen passed, Yunan was everything but cheerful. Duban was quick to brighten up Yunan's life, providing the mental stimulation and physical duress that boys their ages needed. When the king saw this, he urged to have Duban's social status move up even though that was against the advisement of his counsel. By the time Duban was fourteen, three years after entering the palace, he went from a mere servant boy to personal messenger. Those three years provided him with the opportunity to learn the ins-and-outs of the upper ranks. He'd even managed to snag a few books here and there while skillfully returning them to where they belonged.

Yunan knew this, of course, but he refused to speak of it. The prince was a kind boy and he found happiness in his friend's intellectual journey, especially when he'd already knew Duban would play a critical role once he became king.

It wasn't long before Yunan was 18 and Duban was 16, meaning they were to part ways for a few years. Once a boy turned 16, he was considered a man and it was a requirement to serve in the Persian army for two years. Duban, however, ended up giving five years of his time as he soon found something he felt passionate about. During the first two years of service, he'd met a sage who promised to teach the boy everything he knew so long as he played the role of his son for the next three years. The reason for serving the next three years was unknown but Duban was incapable of turning this opportunity down.

Three years passed and Duban was clearly a different man. He'd become the next sage of his generation, his eyes wiser and older. Yunan even joked that he barely recognized the man, but was quick to show his affection. By then, Yunan had already been through his coronation and was waiting for his friend's return so he could ask Duban if he'd like to become his advisor. To his dismay, however, Duban refused and said he doesn't want to mess with politics and that he'd prefer to just play the role of the sage. He explained his new found knowledge of medicine and the world, which Yunan understood.

It wasn't long before he'd found the love of his life. She was beautiful girl that sold hand-crafted accessories and jewelry for a living. Both she and Duban had a secret love as he'd often travel outside of the palace against the King's will. Eventually, the king's advisor learned of the scandalous behavior and due to his burning hatred and jealousy towards Duban, he'd spread rumors about the woman being an enemy of the state. Without knowing it, King Yunan had ordered the execution of Duban's beloved but because of the man Duban was, he didn't let anything sway him. At that point in his life, he grieved briefly while wearing the earrings his lover had crafted him and tied his hair up with a ribbon she once used.

Although he entered the world of sagehood, he couldn't rid of his vengeful spirit completely and decided to enter the political sphere. Duban became a sub-advisor in a sense which delighted King Yunan. Eventually Yunan began seeking the sage's advice more than his actual advisor, which sent the advisor down a path of poison. Slowly but surely, the advisor plotted Duban's demise and Yunan became a mad king. He truly believed his oldest friend was out to kill him and take his thrown, especially after learning he'd killed his lover. Because of this, Duban was to be executed as an example, which ends his tale.


skills & magic

stats
Strength: B ++
Endurance: B +
Agility: D
Luck: - C +
Magical Strength: C ++
Grand Phantasm: B +

magic & spells


skills
• Although it seems unlikely due to his easy-going personality, Duban is a rather skilled fighter from his time as a soldier. He's relatively strong and fast when it comes to the legs, however, his punches are unfortunately slow. On that same note, he is quick with his staff and can easily unbalance an enemy with it.
• The man seems to know everything, even without actually knowing. That's thanks to his unworldly experience and how analytical and critical he is with details. It's difficult to sneak passed him and people often say he has inhuman senses.

equipment
• Duban carries a blue staff that's encrusted with gold spirals. It's a hand-me-down from his teacher and is also the primary source of magic.


notes


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duban
the sage

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Mage | Mage Hunter


Name: Howard Kirvki Oscar Kingsley

Age: 25

Gender: M

Height | Weight: 6'0 | 194 lbs





















Visage

First Job



Aliases
  • K.O | Doesn't Care
  • King | Doesn't Care
  • Howey | Doesn't Care
  • Oscar | Doesn't Care
Piercings
  • Single Piercing at the center of his bottom lip.
  • Two Piercings in left ear.
  • Two Piercings in right ear.
Physical Appearance: Howard has strong shoulders, a definitive jawline, and not too great eyesight. He maintains a stringent protocol where he works out daily for at least an hour to two hours everyday, with breaks scheduled in between. Due to his regiment, training, and own work out sessions he maintains a fit build akin to the body of a football player. His biceps and triceps aren't overtly huge, neither is the rest of his overall muscle mass but if he wears tight clothing, the muscle build and definition can clearly be seen. Howard has golden brown hair, and bright green eyes.

Extra: He is of a mixed descent between German, British, Swedish, and Scottish, but despite this cannot speak any of his inherit languages but can easily understand both German dialect and was born in Britain.

Persona


  • A studious individual, a workaholic, and the type of person who will go right back to work the minute you bring him back from a full day of fun, Howard finds joy in work, not so much in wasting time with fun. As a individual, Howard is very relaxed, but hates wasting time on foolish, petty, or insignificant things that have nothing to do with the bigger picture or task at hand. To an outsider he seems close-minded, somewhat hostile, or to put it simply pretty aloof but to summarize all that and tell you how he actually is Howard likes to keep his surroundings in his line of sight and likes to keep people he knows will get themselves in trouble away from situations they will get in trouble. Less out of concern, more so about creating less work for him to clean up.

    As a child he cared very greatly of others opinions, as an adult, he couldn't care less what you think about him or his general snarky attitude. He has no problem swearing like a sailor and has no trouble speaking like your average joe; most of the time he goes with the latter, sometimes he'll go with the former if he's mad. It's best you don't get him mad. He'll only avoid you all the more if you do get on his nerves.



History

Born in Manchester, Britain, Howard K. Oscar Kingsley began his magic studies at the age of 7. And after four years of rigorous study and practice, he grew into what his instructors liked to call a true mage; the sort of young mage that turned his nose to the lower society and scrutinized who used magic and how.

Isaac his father, and Ashley his wife, Howard's parents, saw to change that. Just as they'd done for his older brother and sister. At eleven years old, Howard found himself with no instructors. No professors that touted their horns every night he took his late magic lessons, and no one to offer him advice on how to use his magic.

Not understanding any of the sudden changes, unsure of why he was suddenly being put through a schedule of five months of intense training with his brother, Mark- as his instructor, Howard endured and then was suddenly whisked away to Japan's Sea of Forests in the month of May. There, he learned two things. 1) Being a mage does not grant you entitlement. And 2) Magic was always meant to be trifled with.

That May, Howard watched his first hunt. And that week he decided to be a mage hunter. Unlike his brother who chose to be a druid or his sister who focused on transmutation and water manipulation, Howard, had his father teach him what it meant to be a mage and in doing so learned of how few in the Quidil bloodline ever took up the challenge.

Day in and day out, if he wasn't busy with school, learning magic at night, or attending magical classes, Howard was learning from his father. And after four years he went on his first hunt ever solo, only to come out and realize:

"Not all magic, is good magic."
And from that day forward he trained vigorously, not because he felt a sense of duty to being a mage hunter, but because he realized just how dangerous magic could be in the hands of the deranged, the murders, the foolhardy, and the villainous. It was only after Howard demanded more, that Isaac gave him true training. Training that brought out his worst, but granted Howard the opportunity to see glimpses of his best. On vacations like summer, Howard gained small missions where he'd be tasked with watching his brother and sister work their stuff on the nasties of the mage world; human or not they all had to go and everytime he watched Howard took notes diligently, studying not just magic that interested him but magic his enemies could use.

Then one day, he was declared ready. At the age of 17, Isaac gave Howard a real mage to hunt down and wipe out. A foolish witch located in Prussia toying with luck and cursing citizens. Weeks of searching a string of lost lives and then he found her and they fought. She was his first kill, a difficult pest to exterminate and wouldn't be his last.

A mission he took up a two weeks before in current time, during a hunting mission, gave Howard bits of information relating to the mage Nergal stirring up trouble. Howard has resigned to keep an eye on the deaths and Nergal but has no major intention of getting involved yet due to recent events relating to a hunt he took up nine days prior.



Skills & Magic



    • Mixed Martial Arts (Advanced)
    At 12, Howard began learning Mixed Martial Arts- his trainer and coach was his six years senior brother, and their supervisor was their father. Mark, beat the living crap out of Howard every time their father deemed him fit enough to spar. Every time he lost, it was a form of slamming humility into him, to beat out that pride of being a mage.
    Because of this, Howard has learned to take hits, is skilled in grappling, submission moves, hand-to-hand combat, and knows how to dislocate a limb.
    .​

    • Observation & Adaptation
    On the field, you've got to know how to survive. Often times, Isaac would contact one of his many friends and Howard would be tasked with a mission, either his older sister or older brother going with him. Mark focused in druid work, Carolina focused in transmutation and hydrokinesis. With their help, he learned how to study his surroundings, and adapt to them. Howard, can adapt to a situation as long as he's aware of what's going on around him or as long as he's aware its happening

    • Marksmanship
    Firearms are something Howard has been learning to use since he was 15. He is not as good as his father or mother, but he is decent enough to hit a moving target from over four hundred feet away.

    • Fastidious
    Howard always takes measures, when he goes in for a job. He will not enter an area he is unfamiliar with, he will not jump into a fight recklessly the moment he realizes he's dealing with another mage, and he tends to never underestimate his enemy.

Einbriv Quidil


Detektiv Paddinski



Detektiv Paddinski, was born in the states of Germany near the end of the 1700s and lived till the 1840s. Legend has it, that the monocle he wore granted him the ability to not only see leylines or sense powerful sources of magic but gave him the power to track a mage by their magical signature, a skill far beyond his time but a skill he was believed to have.

A mage hunter by trade, Einbriv Quidil learned the skills of alchemy from his father Aegis, a skilled shapeshifter and alchemist, then learned how to kill from his father's lover a man by the name, Karlson. Taking up Karlson's mantle of protecting his family, but altering it for his own gain, the good detektiv sought to do his struggling nation right by stopping the discourse rising in between mages struggling for power, dominance and territory. And to do this, Paddinski, took up missions. Missions that always ended one way or another, with someone dead.

Renown for his reformations in alchemic formulas and well known for having the ability to not only see magical auras and being able to track any mage he put his mind to, Detektiv Paddinski crafted the ability to perceive and understand magical auras through his studies of mysticism during his studies with a monk in the mountains of China at the age of 22. And with that one ability, he used it to kill more mages than there are theories of his bizarre power.

Known for having a strong and strict code that he passed down to his four children and then who passed it to their descendants, Paddinski hunted mages that the Association failed to take care of. Mages who he thought were undeserving of their magic, title, or power and so he sought correction by not warning them, but by killing them. Mages that broke the laws of death, committed senseless acts of murder and violence, mages that killed for the sake of killing, these were his targets and they were the worst kind of people the good detektiv loved to meet. It was said that whenever Paddinski faced a mage who committed the greatest felony (which he considered to be necromancy or blood manipulation magic) he always paid that mage with a special concoction that both he and his father had developed- designed to not just cause suffering but to cause complete agony. In a way its both thanks to him and because of him that alchemists can craft such horrid potions to do such horrid damage.

Paddinski's last known charter, was said to have occurred in 1848 where he was hunting a mage who had committed a taboo in the form of harnessing magic through a mortal's soul. A powerful but dangerous form of magic that needed to be stopped. Records say it was a mage he had been tracking for almost a decade before he found the trail and left everything behind to go after it. He seemingly disappeared with the trail. Presumed dead, when his monocle was found, cracked and broken at his last known destination.


 
WIP

Grand Familiar

Master: TBA (available)

EvilWolf2-1.jpg

Name: Beast of Gévaudan (La bête du Gévaudan)
Age: Over 300 years old
Gender: Male

Length of body: 3 feet 6 inches
Shoulder Height: 4 feet 7 inches
Weight: 88 pounds

Appearance: *Optional. At least a paragraph, if you choose to do so. If you cannot provide a picture, it must be at least two (2) paragraphs.

Personality: *At least a paragraph.

Backstory: *At least two (2) paragraphs. Describe your character's life until their summoning and the current time.


Strength: B++
Endurance: D+
Agility: A+
Luck: B--
Magical Strength: C++
Grand Phantasm: A--


Spells: *Describe your character's overall magic capabilities, and list your character's array of spells.

Skills: *Describe your character's skills and abilities, and rate them from E to EX, with E being of beginner level and A of a master's level. Once more, EX would mean beyond rankings. Think like "Swordplay B-" and "Riding C+".

Grand Phantasm: *Describe your character's Grand Phantasm. How it works, how it is used, its strengths and weaknesses.

Equipment: *Items that your character carries. List and describe only the important and most-used ones.
 
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Grand Familiar:
Bloody Mary

wallhaven-394168.jpg

Master: Grin S. Laughter ( CrimsonEclipse CrimsonEclipse )



  • Bloody Mary
    blood mary.jpg


    Name: Bloody Mary
    Age: Aroximately 502 years and 5 months (has the appearance of her twelve year old self)
    Gender: Female
    Height: 4 foot 7
    Weight: 59.9 pounds

    Personality: Jealous, masochistic, ambitious, humble, polite, lonely, resentful and holds grudges, loyal and true to her word, stubborn, brave, patient, balances hope and despair, determined, hard-working, hypocritical, dutiful, goal-oriented, generous, grateful, intelligent- Mary is the kind of girl who bears everything for duty- both causing and receiving pain. She is dutiful and goal-oriented, albeit that is ambition not greed (in fact she is rather generous), so she will hard for what she wants and obey the status quo patiently. She always balances between hope and despair, as despite her natural tendency for hope and dreaming, reality always slipped the rug under her feet, leaving her with nothing. Despite how hypocritical it may make her, this does make her rather adaptable, which in turn left her to develop somewhat masochistic tendencies. It’s not like she is immune to pain or anything, but she might go out of her way to get a little hurt now and then.

    Much like her determination can make her driven and brave but also stubborn, the talents ingrained in her personality can also be double-edged swords. She is quite intelligent and perceptive, . In addition, she has a great memory, making her quite grateful, loyal and humble, yet it also makes it harder not to resent people, be jealous of them, which makes it harder to trust people as well. She tries to be true to her word and to respect everyone though, even if it is sometimes in a macabre and twisted way.

    Her life in court made her quite well-mannered and polite, and she even prefers keeping the format of speech of her time, unless her master commands her otherwise. She does have a soft spot for children, and to those that show her affection, making her perhaps a little naive at times, yet don't take this the wrong way. Her grudges are terrifying, specially in the face of betrayal, and her hard-working nature will not cease to hunt you down and slaugher you. Mary is aware of her own limits, though, and is quite cunning and planning, sometimes even manipulative, this arising from life humbling her again and again.

 
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Grand Familiar

Master: Howard

latest

Name: Morganna, Morgan the Faye
Age: 1571
Gender: Female
Height: 5ft 4in
Weight: 132lbs

Appearance​
Standing at five feet and four inches with an average body type, this young woman appears to be no older than twenty seven years old. At first glance, one will notice her brilliant blue eyes contrasting well against her dark raven-colored hair. Her physique is fairly toned, legs and arms only partially defined. It is clear to any that lay eyes on her that she does not rely on her physique in combat situations.

Personality​
Morgan has always had an interest in the world of man. Their inventions, cultures, and use of magic. She has a desire to find a great mage so that she may fully show her power to the world. Not necessarily evil by nature, Morgan has a huge sense of justice and should she deem the punishments ill suited for the crime then she would take justice into her own hands. The GF takes great pride in who her masters are, should they be weak and unworthy of her knowledge or power she would much rather have a capable mage as her master.

Backstory​
Before Our Time
Morgan had a happy family: a loving mother, a caring father, and two older sisters, until Uther Pendragon decided to ruin it out of jealousy and desire, laying siege on Gorlois' lands. Morgan was only eight years old when this happened.

Uther convinced Merlin to disguise him as Gorlois so he could sleep with Igraine. This resulted in the conception of the future King Arthur - a little known fact to many. It was during this night that Gorlois was slain in battle.

After Uther withdrew his troops, Igraine was wed to Uther and Morgan was sent to a nun convent where she would slowly learn magic in secret until the age of thirty. She was wed to King Uriens, who became a knight of King Arthur's Round Table.

Guinevere and Morgan started as friends, but, when Morgan took Guinevere's cousin as her lover the queen banished her cousin. Morgan was able to escape Guinevere's wrath by seeking refuge with Merlin under the guise of being his apprentice. Her knowledge of magic was increased while under Merlin's mentorship.

During her time with Merlin, Morgan learned of her relation to King Arthur and she turned her prowess in magic against Guinevere and Arthur, determined to make them suffer for what they had done to her.
Present Day
Morgan has been summoned by many masters during her time, some were simply too weak to handle such a powerful Grand Familiar. Others were hunted down before they had the chance of releasing her. Her current master, Howard, is a mage hunter who struck down her previous master when the duo was beginning to cause a lot of trouble for humans. Her former-master had expressed an interest in Morgan’s greatest skill, necromancy. Who was she to deny a potential pupil? Besides, the mage she had formed a contract with was powerful indeed...until he was struck down by Howard.

There she was, fading away back into the World Altar, she didn’t want to be locked away for an unknown amount of time. It could have been centuries until another Catalyst was found. Rather than succumbing to her fate, the familiar chose to strike a deal with her former-master’s killer. She wanted to live, to flourish in this new world and this man would help her. Morgan chose to appeal to the desire in all men, power. While she was convinced the appeal worked, her new master seemed to have different ideas of their relationship. She later learned that he would rather keep a dangerous force such as her away from evil hands.
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Stats
Strength: C-
Endurance: C
Agility: B+
Luck: B
Magical Strength: A+++
Grand Phantasm: A++


Spells​
Morgan prefers pyromancy and fulgurmancy as opposed to the other elements even though she considers herself a master in all.
Aeromancy (Rank B) - Air magic
Cryomancy (Rank B) - Ice magic
Fulgurmancy (Rank B+) - Lightning magic
Geomancy (Rank B) - Earth magic
Hydromancy (Rank B) - Water magic
Necromancy (Rank A+++) - A dark magic for raising the dead.
Pyromancy (Rank A++) - Fire magic​

Skills​
Alchemy (Rank E+) - The use of herbs to create potions and draughts.
Spear Proficiency(Rank A) - Level of skill with a spear.
Tactics (Rank B+) - The use of strategy on the battlefield.
Incantations (Rank A] - Powerful spells requiring input of large amounts of mana, summoning circles, and spoken words go harness magic’s most destructive powers.


Grand Phantasm​
Necromancy, a powerful and dangerous magic depending on the wielder. This requires an immense amount of mana and is used as a last resort if all else fails. Morgan has to begin an incantation, carefully draw a summoning circle in the air before pouring mana into the summoning circle. The circle forms a ball of dark energy in front of it before shooting a dark beam into the sky. The clouds darken and lightning strikes the ground, corpses crawl their way from the ground to do as their mistress commands.

As stated, this requires a large amount of mana and can be dangerous to the master. The amount of mana poured into the circle determines how many corpses will rise. Should the incantation be incomplete, the summoning circle will break and the mana collected will disperse.


Equipment​
Weapon: Spear
 
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Grand Summoner Khaoul
"The Evil God"

Master: TBD

762518_md-Artwork%2C%20Evil%2C%20Necromancer.jpg

(Featuring the Grimoire of Sin)

Name:
Khaoul Grimsworth

Age:
Lord knows...

Gender:
Male

Species:
Grand Familiar

latest

(Featuring Malice and Hate)

Height:
6'1"

Weight:
165lbs

Personality:
WIP

Backstory:
WIP

Strength:
C++

Endurance:
C++

Agility:
B++

Luck:
D++

Magical Strength:
EX+++

Grand Phantasm:
B+

Spells:
Khaoul's Grimoire allows him to use any magic in existence at rank A.
Without it, Khaoul may use rank A Elemancy, rank A Portalcraft, rank A Enhancement and rank EX Summoning.

EX Summoning includes but is not limited to gigantic beasts of insane proportions and armies of the grandest magnitudes. It may also create physical matter such as structures, buildings, equipment, a mass of a substance and even a large meteorite capable of wiping out cities.

Skills:
Rank A Weapon Mastery (Any Melee Weapon)
Rank B Riding (Including Modern Day Transport)
Rank A Tactical Strategy (Both Long-term and Situational Strategy)
Rank EX Magecraft (Self Explanatory)

Grand Phantasm:
Ascendant Divination - Through the use of his Grimoire of Sin, Khaoul can spend a long period of time casting a spell so powerful it classes as a Grand Phantasm in itself. This spell, once complete, blesses Khaoul with the ability to summon and desummon duplicates of Virtuous Sin. This takes a full minute of casting and incanting from the Grimoire of Sin. Khaoul must currently be in a battle with an opponent with at least one rank stat higher than his own to activate the phantasm. This phantasm automatically activates when/if the Grimoire of Sin is destroyed.

Equipment:
Virtuous Sin - An indestructible ornate sceptre of sorts that holds the ability to shapeshift into any weapon in existence and may be telekinetically manipulated by Khaoul. Each weapon transformation comes with its own unique set of abilities:
Malevolence - The staff version of Virtuous Sin. It amplifies any and all magical spells cast by the user, also granting them rank EX in magical strength, by incredible magnitudes. A simple fireball spell can be turned into a falling city-destroying meteorite.
Malice - The sword version of Virtuous Sin. It inflicts wounds that may never heal and can phase through magical defences.
Vengeance - The scythe version of Virtuous Sin. The user gains rank EX agility when wielding it and it may send out magical slashes of energy with each strike capable of slicing through castle walls.
Wicked - The dual-halberd version of Virtuous Sin. This double bladed staff weapon may superheat its blades in order to cut through other weapons or defences with ease. Additionally, it may extend up to 10ft away for increased range.
Wrath - The gauntlets version of Virtuous Sin. These armoured gloves grant the user EX strength and can create pressure attacks that savagely knock targets flying as if struck by an invisible force.
Revenge - The spear version of Virtuous Sin. It grants the user rank EX luck and also grants them the ability to foresee the immediate future during combat, allowing for predictive actions and improved perception of the enemy/flow of battle.
Hate - The rare armoured version of Virtuous Sin. An unusual "weapon" in Khaoul's arsenal, this set of full ornate medieval body armour negates any form of magical attack whilst also disallowing the user to cast any magic of their own. It is reinforced to take up to rank A strength physical attacks and is otherwise not indestructible like the other versions of Virtuous Sin.

The Grimoire of Sin - Khaoul's most powerful item. It serves as his anchor, allows him to use literally any magic in existence at rank A and unlocks the use of his Grand Phantasm. Khaoul may only use it upon his master's command or if he is grossly outnumbered.


 
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Albion.png
Mage
Elias.png

"You should avoid fearing the unknown. Instead study it, understand it, maybe then you will know if it's something worth being scared of."

  • Nickname:
    "You may call me Al if you wish."

    Age:
    26

    Gender:
    Male


    Height:
    6'4

    "I am taller than your average human. But who's to say I am one?"

    Weight:
    123 ibs

    Appearance:
    Albion as he mentioned previously is no ordinary being. Although his body appears to resemble that of a human, his head resembles that of some form of monstrous skeletal deer. This demonic appearance renders him intimidating or even all out terrifying to others. He wears suit underneath a regal long robe and carries around a cane which also doubles as a staff to help him channel his magic with ease.
 
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