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Idea

The Pun Tyrant The Gif Hydra
Greetings and salutations...

So, as some of you may know, after the BBCode changes a lot of coding-heavy threads, character sheets and the like were utterly ravaged. This was the case for a lot of my characters in my old saving thread. As such, and since I intended to do a coding update anyway, I decided it would be best to start a new thread for now in which to put my new characters and bring updated versions of my old ones which I still intend to use.

Further details shall be edited in at a later date when it's not 4 AM.
 

Idea

The Pun Tyrant The Gif Hydra
Tales of Gaia CS:

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< Elrin Soar >
~Lady Bloodbog~



  • Aliases / Nicknames: Lady Bloodbog, Bat with a Beak

    Race: Vampire (former Enthralled)

    Gender: Female

    Age: ~800 Years

    Occupation: Researcher

    Motivation: An obsession with restoring the past, not simply once, but on command.


-> experiments
 

Idea

The Pun Tyrant The Gif Hydra
Hello, thank you for coming. The next cerberus we'll visit for our report to lord Hades is in this house. Her full name is Cerberus as well, divided in third, third, second. Let's go inside...


  • Fubuki.(Azur.Lane).full.2580980.jpg
    Name:
    Cer

    Nicknames/Titles:
    First head of Cerberus And guardian of the underworld! Gah! Since when where you there? Could you not interrupt me? Oh I'm so sneaky! Hehehe, I was here the whole time. This is about me, right? Of course I'm gonna pitch in! I know tons about me! I'm me, you know?

    Yes....who else... moving on....

    Occupation:
    Junior Guardian of the Underworld Gates (temporarily suspended) You didn't have to mention that...

    Age:
    Well, though she may appear young, she is in fact well over four...I'm forever 800! but you aren't even 800 yet...

    Gender:
    Female

    Personality:
    Frankly, she's a bit of an airhead...no, I take that back, she's a massive airhead. Hey! That's kinda rude, isn't it? I'm not a- oh a butterfly! Come here! I'm gonna getcha! Don't take this to mean that she isn't capable of remembering stuff or coming up with clever ideas, in fact she's rather quick-witted (just don't praise her for it or she'll never let you live it down). It's just that her head's always all over the place and a childish sense of having fun where her professionalism should be. "Calm" is a foreign word for someone so energetic and who wears her emotions on her sleeves like her. If happy (and she almost always is) she'll jump around with joy and have this huge smile, if she's nervous she'll visibly fidget, if she's even a bit sad she'll bawl her eyes out. If you wanted to make her broke, all you'd need to do is encourage her to play poker. If you want to cheer yourself up, go talk to her when she's excited, I'm sure you'll be caught up in her energy.

    Clumsy though she might be, she is just as straightforward with her duty as with her emotions. She is always someone who takes tasks given to her truly seriously, and always gives her best, even if her best isn't exactly good at that task. She can also at times be something of a leader or at least a spearhead, as she is also proactive in encouraging others to do their best as well against all of life's adversities, even death. Like all the personalities of Cerberus, she has a rather inhuman mindset about death. She treat it as casually as someone showing up with a cast on their arm "oh you died? How did that happen? Want me to sign anywhere?". As someone who casually calms the nerves of souls going into the underworld, she just hasn't grasped yet why mortals treat it like such a big deal.

    Likes, Dislikes, Fears:
    I probably don't have a whole lot of time, she could come back at any moment. So listen up, she's quite fond of pleasing people and praise. She's just that way. Frankly all of them are in love with plushies and music, lullabies most of all. Also, a sporty girl like this is particularly fond of team sports and lets not forget food, especially bacon. And while I have you I'm uh, sure she would love it if you added some veggies to...

    NOOOOOOO! Yuck! I hate veggies! Who gives veggies to a cerberus? Are they stupid?

    I swear you'll regret it if you interrupt me again. Like I was-

    Oh, oh and I also hate being ignored and and slow things and and and big water like rivers or the sea!

    Alright, you brought this upon yourself. She's absolutely terrified of zombies and being alone.

    Why'd you tell them that?!

    I warned you. Go to a corner to reflect on your actions or something.

    ...yes ma'am...

    Background:
    Cer was the firstborn amongst the heads. Her infancy wasn't any different from that of any typical cerberi. A year after her formation spent in the fields of Elysian, and quickly brought down to Tartarus with a guardian. There's no being that wouldn't complain about being brought down from a glorious paradise into a hellish wasteland, but only took once getting lost and being chased by hundreds of hungry tortured souls to never once again whimper or stray from the path there. Under the leadership of their guardian, her litter would come to meet with some of the worst of the worst, to understand the scope of that which they were guarding and keeping. To understand their place in the underworld. There was universal relief among the litter as they left Tartarus for the Asphodel Meadows. The home of the leftovers was comparatively pretty nice considering the alternative they just experienced. Here she spent her days running around the meadows and occasionally doing small tasks. She also attempted to converse with the lost souls, but they seemed preocupied all the time. She didn't understand their worries, or why they wanted to work when they could play, so she deeply wished she could at least find some bridge to them.

    Skills/Talents:
    *Sports- She has a very athletic body and a willingness to put it to work at learning the form of sports. I just like to move around a lot you know? You're back already?

    *Energizer- she's good at cheering people up from sheer positivity. You mean I'm pretty good with people right? Wink. Don't get ahead of yourself. You're just good at making them feel better. And don't say "wink"!

    *Empathetic- Like I said, she doesn't understand people very well, but she can certainly relate to them well and understand if they have their emotions more on display If they look sad then I get sad and everyone is sad!. She's very good with children and animals because of this.

    Powers/Abilities:
    As a cerberus, Cer has a number of abilities brought from her species Well, me and my other "me"s all share the same abilities.:
    1. Cerberi don't need to sleep in the same way as a human does. If they maintain at most one head awake, that head can remain awake and in full control of their body for up to 12 hours, meaning that she can effectively remain awake indefinitely just by having her personalities take turns sleeping.
    2. Cerberi can shapeshift into a mostly humanoid form corresponding to each of their heads and matching the personality of one of them. They can also shift into a dog or wolf for each head. At any time, or if forced into it by exhaustion, a cerberi can return to their original form of a massive three-headed dog with a snake for a tail. Partial transformations are also possible, releasing claws while in human form for instance.
    3. As shapeshifters, their appearance has little effect on their physical ability. Their unnatural senses are dulled but still far greater than a human's and depending on body shape their manifestation might appear like incredible athleticism or clunky but brutally odd power. They can also communicate with humans, souls and canines alike.

    Items:
    Same as with powers, we all share these! But we just don't always use the same.
    Shadow Clothing- Clothes which, under certain circumstances, can take a variety of forms. Because they are made from shadows from the underworld, they can help a cerberus and other underworld denizens survive their distance from it, even allowing them to be fine in the sunlight.

    Seal Collar- Something she kept from her trip to the surface, this collar is used to reduce the powers of junior cerberi who come to visit the surface, and alters the perception of their words to have them be taken less seriously and seem less noteworthy. Also allows the one that put the collar on them to perform a quick ritual to locate them.

    Spirit Seal Box- Based on the original design of the pandora's box, this one is capable of containing spirits within. While it has the power to contain things against their will though, and keep them in stasis, it doesn't have the power to force a spirit into it.

    Spirit Seal Talisman- Based on an oriental ritual, it traps spirits in whatever they are currently possessing, and prevents the use of most of their powers.


    Other:
    Cerberi have a weakness against music and specifically lullabies. They are very sensitive to musical melodies, which can affect their mood with relative ease, and in the case of lullabies quickly make them fall asleep. Some slow songs can also lead them into a drunken-like stupor. Lie, total lie don't listen to him- what are you? No, stop sing...ing...tha... zzzzzzzz



 

Idea

The Pun Tyrant The Gif Hydra
  • Ati'Ji
    Lvl 2 Fighter/ Lvl 1 Wizard



    • Age/Gender: 21 Year Old Male
      Height/Weight: 6' 7'' / 180ibs
      Languages: Languages: Common (speech only), Thri-Kreen, Undercommon,
      More Appearance Details: Golden eyes and a orange-golden exoskeleton.

      STR
      16
      Athletics: +9

      DEX
      12
      Acrobatics: +1|Sleight of Hand: +1|Stealth: +1

      CON
      14
      .

      INT
      16
      Arcana: +3|History: +3|Investigation: +6

      Nature: +3|Religion: +3

      WIS
      8
      Animal Handling: -1|Insight: -1|Medicine: -1

      Perception: -1|Survival: +2

      CHA
      6
      Deception: -2|Intimidation: +1

      Performance: -2 |Persuasion: -1






    Proficiency Bonus: +3
    Hit Points: 26
    Hit Dice: 2d10+1d6
    Armor Class: 17
    Innitiative: +1
    Speed: 30
    Passive Perception: 9
    SpellCasting Ability: Intelligence
    Spellsave DC: 14
    Spell Attack Bonus: +6


Spells
Cantrips: (7)
*Message
*Mending
*Mind Sliver
*Infestation


First Level: (10)
*Command (prepared)
*Mage Armor (prepared)
*Find Familiar (ritual)
*ID Insunation (prepared)
*Charm Person
*Puppet
*Sleep (prepared)

Items
Equipped:
*Scale Mail
*Robes
Rations (14 days)
*Crystal (arcane focus)
*Spellbook - Collected Notes
*Mask

Currency:
1 PP
28 GP
7 SP
157 CP

Carrying:
*Golden Egg
*Manacles
*Rope - Hemp (50ft)
*Waterskin
*Sack x5
*Jug x3
*Chalk x5

 
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Idea

The Pun Tyrant The Gif Hydra
WIP Korone happy doggy.gif

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  • Name: Row Strongman Kana Shimi
    Nicknames/Titles: Lady Kana, Mop-Haired Dukess
    Wealth Status: Somewhat Wealthy
    Likes / Dislikes / Fears:
    +Games
    +Reading
    +Wine
    +Beaches
    -Heat
    -Fire
    -Being thought of as a girl
    -Talking about the past
    💀 Being killed in her sleep
    💀 Things associated with bad luck
    💀An overly tense atmosphere

    Personality:
    Kana is a cautious to a fault, in fact it wouldn't be an exageration to say they live in paranoia. With this being their second life of being chased by misfortune, they are weary at every step of everything which could be coming their way, and thus they most often try to take whichever is the safest option. They are also rather caring and protective of people they manage to get close to due to this, afraid something might happen to them as a result of their involvement, and they can get quite clingy too. Although they rather prefer to remain as honest as possible, they won't hesitate to manipulate when needed, be it with little white lies or something more extreme. Most of the time, this just manifests in their adaptable attitude in hopes of keeping everyone around them calm and appeased, to their own detriment if need be.

    Even so, Kana is an easily jealous person, who would go on entire tirades over small things if they just knew there weren't people around hearing and judging her. She hates her bad luck, her clumsiness and those other things that drag her down, and the character's original pettiness clashes with Row's initial manly pride and his standards, allowing her to mostly keep her jealousy as internal commentary until they feel safe in letting out the tension. If they don't have the opportunity to adequately vent however, she is the type to pile up her frustrations inside until they come exploding out. She likes to focus this on hard work as much as possible, with an occasional prank (which often backfires) now and then to let out some air.

    She doesn't earn things easily, but is generous and shares what she can.



 

Idea

The Pun Tyrant The Gif Hydra


  • Name: Glow Pharoad
    Species: Archon
    Age & Gender: 23 Year Old Girl
    World of Origin: Ankh'siir
    Occupation: Commander of the City Guard

    Personality: Glow is a loyal and dutiful girl, with a sky high sense of gratitude. She does not simply appreciate what she has, but from the bottom of her heart she recognizes how hard people have it, and cherishes their mercy and generosity all the more because of it. This in turn leads her being someone who's always out there to land a hand provided she isn't busy with anything she feels takes priority due to being more urgent. She is genuinely happy to help, and happy to be dedicated to helping. Being able to keep people safe makes her proud, which is all the more motivation to work as diligently as she does.

    Glow is a firm believer in the good of law. Whatever corruption there may be, she sees lawlessness as a greater threat which corrodes people's well-being and unity, two things she finds indispensible in their struggle to survive. She lived outside the walls trying to survive, and her experiences there have taught her just how fleeting life can be, and just what measures what might have to take just to let themselves or others move forward one more day.

    All of this combines in a very protective and authoritarian personality for Glow. She's kind and willing to listen to others, but in the end of the day she will guide everyone down the very best path, an orderly path together, even if no one would thank her for it. She'll protect everyone, from themselves if she has to. Thus, she feels she cannot afford to show anything less than professionalism and utter confidence when performing her duties, and even out of them she prefers to take a calm but always serene approach. It is only when she alone or someone she knew from before ascending as the commander of the guards that she allows herself to relax, and show a much more carefree, bubbly and even teasing side to her.
    Powers & Items

    Racial Powers
    *Archon's Energies- Archon's are beings 100% from a certain type of magical energy. This particular type of magical energy has three states, similar to how matter has three states, which varies with concentration. In the first state, it is similar to electricity and very disperse. The second state produces a high amount of heat and becomes increasingly tangible and viscous. The third state is extremely alike organic matter. Their energy, being magical, can easily be converted into fuel for spells, but archon's have to be careful, as spending too much of their energy can cause their form to become unstable and disperse, forcing them to either adjust their body to a lower amount of energy or spend years effectively living as air as they attempt to put their bodies back together. A stable base form is therefore very important for an archon, so they cannot release it in great amounts, but they can coat themselves in and often unconsciously release small amounts of energy in the first state, and if they are powerful enough they are also able to temporarily take a form in which their body is partially in the second state, which highly increases their temperature as well as their physical strength. The third state's imitation of organic manner permits a small degree of shapeshifting for a few minutes, but ultimately an archon cannot deviate much from their base form. Lastly, for a couple of seconds they can fully enter the first state, albeit this is an extremely risky move as anytime they do it there is a high risk of dispersion. (Glow is presently unable to use powers related to the third state)

    *Legacy- Archon's aren't born in a traditional sense, they are formed after two dying archons give their lives by fusing their body's energies. These create something akin to a miniature supernova and as the energy gathers, it forms several bodies and consciousnesses which constitute the new archons, usually in groups of 6-8 (who then name one another). While archon's don't have parents who stay behind to teach them, they do vague memories imported from their ancestors. Most are too distant and confusing to be understood, but common behaviors, training and so forth in a family line can result in skills or knowledge an archon is "born with", though poor habits may likewise also emerge in the same manner.

    *Energy Amortization- When coming sufficiently close to a source of pure enough energy that is sufficiently similar to the one which composes their bodies, archons are able to absorb a small fraction of it and convert it into their own energy.

    *Endurance- As an archon, her body is more resilient (AKA more resistant to common damage) and she can go longer without food or drink. She is also more resistant to heat.

    Personal Powers
    *Absolute Immortality- Nomatter what happens, she'll always come back to life or remain alive, and her body will always return to a healthy state. This is due to a wish which stacked multiple forms of immortality onto her, including hyper-regeneration, zombification, phoenix rebirth, reincarnation, and identity preservation (which keeps her from incurring in "identity death" and other forms of mental manipulation that would outright strip her of her will). Unless some form of immortality is prevented or she is focused on triggering a specific one, which one(s) trigger is entirely random.

    *Ownership- She can pour some of her essence into things, binding them to her. This permits her use of that thing, in fact it becomes amplified (the weaker the object initially was relative to her, the more effective this boost is) when used by her and makes it resistant to use by others. She can call control things she 'owns' to a certain extent, allowing them to do things which normally wouldn't be possible with her command, such as a weapon flying to her hands, or slightly altering the spell infused in a wand. As a downside however, she receives sensory feedback from the things she 'owns' even if faintly, so for instance if someone were to break a sword she 'owns' then she would receive pain.
    Also, ownership is considerably slowed down by any resistant the thing may have to such interference. So an object protected against magic would take considerably longer for instance, and a living sword would take even more.

    *Concept Fossilization- She can turn things into objects, thus allowing her to give a physical form to even immaterial or conceptual things. Whatever was turned into an object is released if the object breaks for any reason and returns to its original placement. Albeit slightly painful, anything that was unwillingly turned can will its own shattering via vibration, with the strength of their will determining how long (not whether) they are released.

    Skills

    *Ankh Magic- Magic from Ankh'Siir is based on a system of connections. There are several "realms", the spiritual, mental, physical, mystical and the nothingness (as well as the theorized divine realm which none can use), and three commands for magic "create", "bind" and "move". One realm as a source of the command, while the other the recipient, thus creating several forms of magic. For instance, using the mental realm as the source for creating in the physical realm as recipient leads to conjuration magic. Meanwhile the reverse (physical as a source, mental as recipient) creates scrying magic, gathering information on the world. Glow is a novice with magic, having only learned some minor conjuration, enhancement and mental magic.

    *Leadership/Tactics- She has lead the guards of Fort San'Asle for a long time now, and in the process learnt a thing or two about military leadership.

    *Varied Weapon Fighting- Glow is used to fighting styles which improvise weapons, on account of the sheer variety she ends up using due to her abilities. Swordfighting is definitely among her specialties though.

    Items

    *Core Twinblades- A pair of swords Glow found in Tatjinn that proved to be particularly receptive to magical energy. They are capable of perfectly integrating magic which runs through them, a property which in turn allows them to pass through magical defenses. Currently 'owned' by Glow.

    *Passerby Magiarmor- An outfit with a thin layer of magitech armor, but otherwise consisting of simple clothes with minor defensive enchantments. They are also made to make the wearer hard to recognize except by those who saw them put on the outfit. Currently 'owned' by Glow.

    *Custom Guard Armor- Consisting of a black armor with a hooded cloak, this custom-order magitech armor, on top of functioning as regular armor would, this armor is ludicrously resistant to heat and able to move heat accumulated on the inside onto the outside. Coupled with Glow's partial second state, the armor can appear to drip magma. Currently 'owned' by Glow.

    *Rationsack- A sack with a conjuration enchantment, it has a conjuration enchantment that causes a ration to always be found within. Currently 'owned' by Glow.

    *Manacles- A set of manacles capable of disabling many forms of magic on a wearer. They also have tracking properties.

 
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Idea

The Pun Tyrant The Gif Hydra

  • Nicknames:
    The Lost Child, Mistress of Generations, Dreamcrafter

    Godhood:
    ~ ~ goddess of Youth, Dreams, Trickery and Cycles ~ ~

    Type:
    Old god

    Goals:
    Morois fundamentally believes in a "natural order of things", so to speak, where any being has inherent rights owed to them, and duties they ought to fulfill. This applies to divine entities most of all, because while a creation is a product of some manner of artificial design, gods truly embody their nature. This belief is her primary motivator, acting according to her nature and correcting cases where one defies their nature or simply seeking retribution for such failures. The only thing which would top this for her is self-preservation.

    Ever since she became the goddess of dreams and youth however, her affection for children in particular has been close to her heart. In many ways, she promotes the spread and preservation of youth, and the caring for all the world's children. Yet even with both these things, Morois feels something missing, a third reason why she acts but one which is unable to put her finger on...

    Personality:
    Morois is a childish and petty goddess. As an old goddess there's more wisdom to her than meets the eye, yet the childlike-ness of her behavior is hard to deny when she secretly takes out her grudges on stand-ins she created for the other gods in her realm, or in how she can get carried away by a little bit of praise and appreciation. The interactions with other deities in her early days left her with an inferiority complex as well, which she attempts to compensate for by acting as haughty as possible, though she openly believes she is one of the weakest major gods and can be rather paranoid in her caution. Still, it brings her no end of joy to demonstrate the true cunning of the goddess of trickery when a meticulous plan comes together, and she is certainly not above deceiving anyone if need be. On the other hand, it is also incredibly annoying for her when things don't go according to plan.

    She is the kind of person who thinks in terms of "ought" and "can", both relative to the natural order she believes exists. She is dutiful and always respects other gods (even if she may not afford the same courtesy to their stand-ins), to the point where even her insults do have an underlying degree of respect. Within this framework, even mortals hold some degree of important and respect, as she believes them extensions of the divine entities that made them. This links the actions of mortals to their creators and vice-versa, in her mind.

    Bio:
    Originally "born" as the goddess of curses, Moroi's very being was mocked by a minor goddess, Lunar, immediately. Moroi's domains were disgusting and caused nothing but misery, they were not like the beautiful light of the moon, and no amount of shapeshifting could truly change the ugliness of Moroi's true form, Lunar claimed. In retaliation for this insult, Morois taunted Lunar into a duel between two champions they would create, which would take place on the moon itself, where Lunar would wage her domains and form, while Morois would wager her own freedom. Not realizing Moroi's ploy, Lunar accepted this, and both would prepare champions. While Lunar tied the power of her champion to the moon itself, thus making them virtually invincible on their home ground, Morois instead opted for setting a powerful curse on the moon, destroying at once all semblance of life or potential for future life on it. Moroi's champion thus easily won the duel, and after a pointless attempt to escape, Lunar submitted to the defeat. While Morois was taking her prize, however, Lunar retaliated one more time by decapitating Morois and preventing her head from ever regrowing in her original form. From that point forward Morois would live in Lunar's former form, and would grow to not only become the goddess of the two domains which she stole (youth and dreams) but also the goddess of trickery. Her former domain of curses was taken up by her champion as a reward, ascending this champion into the goddess of curses and vampirism known as Aímas.

    This event, however, did not go unnoticed by the other gods, in particular the serpent who rushed to aid Lunar and reprimand Morois, while a few other gods called there worked on lifting Moroi's curse and repairing the moon. Morois did not understand what the matter was, why she was the one being reprimanded when not days ago she had been so wrongly insulted by an inferior goddess, and taken retribution through an agreed upon challenge. As the gods gathered though, began Moroi's trial, an event which would come to shape more than certain those present could ever come to imagine. Morois herself defended her innocence of course, but most of the other gods proclaimed her guilt. She just barely escaped being exiled -or worse, executed- by their belief that such punishments would go too far. The serpent, the most avid advocate for Moroi's execution, continued to pile insult upon insult on her, and the general lack of support for her actions could only leave a crushing feeling and a deep-rooted resentment in Moroi's heart. However, one kind soul known as Sana'a did manage to bring some good out of the trickster goddess, as though she didn't support Moroi's actions she seemed to be the only one willing to at least comprehend her circumstances. In respect to this, Morois eliminated the last traces of her curse which would have contaminated the moon again if left unchecked. Her conflicting emotions at the time gave rise to Koma, her second minor goddess.

    After leaving some gifts on the mortal realm and some instructions for her first minor goddess, Morois decided to isolate herself in her own realm, creating a complex afterlife open to any who would accept to worship her, even in their final moments. The realm was designed to bring fulfillment to souls to the deepest possible extent, and then preserve that feeling for eternity. Those unable to achieve fulfillment would, if worthy, be allowed to become a new kind of being who'd serve as the army within her realm. From there on out, Morois would rarely leave her realm, mostly only doing so in order to seek out a cooperation with another god, such as the dragons of her realm and the water of youth created alongside Xue. It was also during her time in her realm that she created the guardian of that realm, the minor goddess Roiskin.

    Eventually, she met with a god who would change the face of the world, Khades. Ever since her trial, Khades had resented the serpent's actions as well, and saw in Morois a likely ally in rebellion. While indeed she shared his resentment, Morois also believed herself to be a relatively weak goddess among the major gods and that if they attempted a rebellion surely the peace-seeking gods would stand against the aggressors. It was agreed upon that she would join Khade's side should he find a sufficient serving of allies for his rebellion, and personally Morois considered talking to some of the likely neutral gods to suggest for them to remain out of the conflict.

    The plans were rushed, however, by Khade's impatience. Morois was away on her realm at the time, shortly after her attempt to earn favor with the future goddess of the hunt, and thus did not realize the conflict had already begun in her absense. Surprisingly, however, things ended up working out in her favor, and with her main enemies gone Morois returned to the mortal realm to spread her influence with free reign. She would avoid conflict with the other gods as much as possible during this time, but with her blessing and guidance, Aimas and her vampires began the work to spread out into the world, integrating with the various communities, and working hard to spread the fame of Morois such as by building shrines and singing tales of her. One of her chief occupations though, was to deal with nightmares and clean up the mess created by Koma, however.

    During this time, Morois found herself attracted to the domain of cycles, and as the previous owner was no longer around, she came to incorporate it into her own being, embodying the natural cycle of decay and rejuvenation above all else. With this newfound self, in the absence of the god of creativity she would secretly promote new ideas mortals came up with on their own terms, hoping to compensate for some of that loss.

    In time, Morois would come to be known as the most popular goddess in the world, a title which she absolutely relished in.

    Powers:
    Divine power is truly something with endless possibilities. Like any other god, however, Morois does have her specialties:

    Shapeshifting- Morois is especially apt at shapeshifting as she proves herself an exception on the realm of having a true form. Because she stole Lunar's true form, she possesses two, making her very being much more naturally shapeshift. However, Lunar's curse does limit her on certain circumstances, as under the light of the full moon Moroi's form will blend with her original self and her head will appear to rot.

    Dream & Illusion Inducement- Morois is extremely skilled at controlling and creating dreams and illusions, and such unreal mistakes of perception. The protections around her realm are a particularly complex work, one most likely to thwart a god that isn't giving their all in trying to find it, and even then could seriously delay them as they search the realm amidst the web of illusions and trickery.

    Perpetuity- The power to make something eternal. Ages of creating immortal beings, and perpetuating states of mind, have truly refined Moroi's sense for this ability.

    Curses- The curses from the former holder of that domain are weaker than they once were, but they are still powerful enough that even other deities would have trouble removing them.

    Rebirth- Less reincarnation, and generally more a form of rejuvenation, she has absolute dominium over youth, being able to give, take and preserve youth in various ways, not only for mortals, but even for the world itself (such as restoring the youth of a mountain, bringing it back to a previous state. Affecting the entire world or an over-extensive area would without question come into conflict with more than one god's divine power, rendering her unable to proceed further). Furthermore, even if destroyed so long as she prepared it beforehand she can return and reform as a godling, though her power in such a situation will be massively weakened and her memories take time to re-emerge.

    Memory Manipulation & Manifestation- Morois is able to expertly manipulate the memories of mortals who in some way enter in her influence. Could be something like becoming her follower, or something like treading on territory deeply linked to her. The memories she thus touches can be used to create miniature realities one can walk in or out of, and be shared around, among several other uses. Gods are unnafected by this ability of hers unless they are willing to be subject to it, or if Morois has enough gods backing her at once to overcome the other's will.

    Symbol:


    Moroi's symbol was originally designed by her followers and later adopted by her. At the center of the symbol is a base representing the world, and several pillars which reach up but their verticality becomes flat as it gets closer to the symbol at the top, which represents Moroi's crown or divinity. However, while the crown and the world never touch, it does ground the world and its tips are below the world. This way Moroi's symbol symbolizes the distance between the gods and mortals, but also shows that the efforts of mortals to please them are recognized and the gods are there for them in turn.

    Other:
    (Anything else you might want to add)












 

Idea

The Pun Tyrant The Gif Hydra
  • Aímas
    Nicknames:
    First-Blood Empress, Daughter of the Mother, First-Ascended

    Godhood:
    Minor goddess of Curses, Vampirism, Filiation

    Type:
    Minor Old god

    Goals:
    To please and aid Morois, and be in her good graces. Aímas desires little more than the acknowledgement and affection of Morois.

    Personality:
    Aímas is a subservient goddess, and a rather benevolent one too. She is immensely dedicated to her followers, second only to Morois in her eyes. Some temper issues aside, Aímas is continually working to watch over her mortals and to spread the fame of Morois and what she believes are the joys of vampirism all over. She sees Morois, her creator, as a mother and still yet as a goddess among gods for the opportunity to ascend into one herself. This can, however, go the point of obsession as she desires Moroi's approval and attention to such extent that her main purpose in spreading vampirism is simply to make an undeniable mark on the mortal realm.

    Aíma's recent success have brought into question some of her former beliefs about the reasons why not everyone accepted or even embraced vampirism. While most places seemed to have allowed at least peaceful integration, the lack of people actually seeking to become vampires puzzled Aímas for some time. She concluded that there are many who closed off their hearts to her blessing, and thus shifted her focus from merely aiding the spread of vampirism, to aiding vampires reaching even greater heights.

    Bio:
    Originally, Aímas was a champion created by Morois for her duel with the goddess Lunar. Aímas was but a poor frail being, connected to Moroi's curse on the moon. As the moon weakened, so she became stronger. Even so, she thirsted for something which would cure her of her ill, and couldn't help herself but drink the blood of the defeated champion and regain her youth through the stolen vitality. More blessings would yet come though, as after obtaining the domains of her defeated opponent, Morois gifted her own original head, more precisely the blood from it, for Amaís to bathe in. With that, the champion ascended into a minor god, the first to ever do so as far as there are records. Through the blood, she inherited her creator's old domain of curses.

    Aímas would go to embody and lead the vampire race as Moroi's main presence in the mortal realm. Though her main concern was ensuring the vampires kept true to their values and whom they worshipped, as well as guiding their survival and spread, Aímas would occasionally indeed pop down to interfere on certain issues, such as blessing a vampire's bloodline after particularly heroic feats, or assisting mages gifted with wild magic.

    Her immense dedication in her work for Morois was not missed in the tales while Moroi's fame spread. Aímas grew into a deity representing the sons and daughters of the world, especially the adopted kind. Her association with vampirism means not everyone truly accepts her as such, but others find it perfectly representative of the idea that there is peril in the responsibilities of a parent to care for their child, and it is not something which should be taken lightly. Societies which do not openly or semi-openly reject vampires tend to have Amaís presiding over the adoption agreement.

    The spread of vampires integrating into many cultures has considerably expanded her influence, and she occasionally pays a visit to one of the cults which formed as a result.

    Powers:

    Curses- As a deity which embodies curses, her affinity for this particular kind of use of her divine power is much higher than the typical expected of a minor god, something close to 1/2 the power of a major god for her curses specifically.

    Vampirism- She has the ability to transform beings into vampires. She can also slowly drain power from beings she is biting into.

    Inhabiting- She is capable of projecting her will and being through representations of herself, and she can even possess those things by using them as vessels.

    Trace Bloodline- She's always able to accurately determine someone's exact ancestry by blood or legally.


    Symbol:


    In response to Moroi's symbol, Aímas symbol iinverts her position, supporting from the bottom up, yet holding within her a drop of blood. It is unclear whether this is meant to be Moroi's blood which she holds within herself, or the blood of her vampire-kin whom she always supports.

    Other:

 

Idea

The Pun Tyrant The Gif Hydra
WIP Korone happy doggy.gif



  • Name
    Lvl 3 Hexblade Warlock / Lvl 4 Abjuration Wizard




    • Race: Possessed
      Age/Gender: Age Year Old Gender
      Height/Weight: Height / Weight
      Languages:
      More Appearance Details:

      STR
      6
      Athletics: +-

      DEX
      16
      Acrobatics: +-|Sleight of Hand: +-|Stealth: +-

      CON
      8
      .

      INT
      20
      Arcana: +-|History: +-|Investigation: +-

      Nature: +-|Religion: +-

      WIS
      13
      Animal Handling: +-|Insight: +-|Medicine: +-

      Perception: +-|Survival: +-

      CHA
      18
      Deception: +-|Intimidation: +-

      Performance: +- |Persuasion: +-






    Size: Small
    Proficiency Bonus: +3
    Hit Points:
    Hit Dice:
    Armor Class: 13
    Innitiative: +2
    Speed: 30 Ft
    Passive Perception: 10
    SpellCasting Ability: Cha/Int
    Spellsave DC: 15/16
    Spell Attack Bonus: +7/+8


Spells
Cantrips: (number of cantrips)
*Spell [Ritual] (class, if multiclassing)
*Spell (class if multiclassing)


First Level: (number of first level spells)
*Spell [Ritual] (class, if multiclassing)
*Spell (class if multiclassing)


Second Level: (number of second level spells)
*Spell [Ritual] (class, if multiclassing)
*Spell (class if multiclassing)

Items
Equipped:
*Item
*Item
*Item

Currency:
(amount) PP
(amount) GP
(amount) SP
(amount) CP

Carrying:
*Item
*Item
*Item


 
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Idea

The Pun Tyrant The Gif Hydra


  • Valia Nanoterra
    Lvl 4 Hidden Blade Rogue / Lvl 2 Artificer / Lvl 1 Wizard




    • Race: Possessed (Alter Ego Variant)
      Age/Gender: 19 Year Old Girl
      Height/Weight: 5 foot 10 / 61 Kg | 4 foot 4 / 33 Kg
      Languages: Common, Draconic, Undercommon, Dwarvish
      More Appearance Details: She shifts between her regular form and her magical (girl) form.

      STR
      14
      Athletics: +2

      DEX
      18
      Acrobatics: +10|Sleight of Hand: +4|Stealth: +7

      CON
      14
      .

      INT
      18
      Arcana: +7|History: +7|Investigation: +10

      Nature: +4|Religion: +4

      WIS
      14
      Animal Handling: +2|Insight: +2|Medicine: +2

      Perception: +2|Survival: +2

      CHA
      8
      Deception: -1|Intimidation: -1

      Performance: -1 |Persuasion: +1






    Size: Medium/Small
    Proficiency Bonus: +3
    Hit Points: 51
    Hit Dice: 6d8 + 1d6
    Armor Class: 17
    Initiative: +4
    Speed: 30/25
    Passive Perception: 11
    SpellCasting Ability: int
    Spellsave DC: 15
    Spell Attack Bonus: +7


Spells
Cantrips: (6)
*Spare the Dying (Artificer)
*Mage Hand (Artificer)
*Sword Burst (Wizard)
*Mending (Wizard)
*Create Bonfire (Wizard)
*Prestidigitation (Spell Tattoo)


First Level: (11)
*Arcane Weapon (Artificer)
*Shield of Faith (Artificer)
*Detect Magic [Ritual] (Artificer)
*Cure Wounds (Artificer)
*Faerie Fire (Artificer)
*Find Familiar [Ritual] (Wizard) (Not prepared)
*Disguise Self (Wizard)
*Sleep (Wizard)
*Fog Cloud (Wizard)
*Shield (Wizard)
*Catapult (Wizard)

Items
Equipped:
*Spellwrought Tattoo - Prestidigitation (free)
*Studded Leather
*Longdagger x2 (priced 5 GP each)
*Common Clothes
*Backpack

Currency:
0 PP
9 GP
5 SP
7 CP

Carrying:
*Weapon of Warning (Shortbow) (free)
*Shield
*Arrows (40)
*Spellbook (free)
*Arcane Focus (crystal)
*Longdagger x2
*Common Clothes
*Rations (4 days)
*Manacles x2
*Blanket x2
*Rope - Hemp x2
*Crowbar
*Grappling Hook
*Chalk x3
*Mess Kit
*Signal Whistle
*Tinker's Tools
*Thieve's Tools
*Forgery Kit
*Dagger
*Waterskin
*Sack x3




@Xcelgamer
 
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Idea

The Pun Tyrant The Gif Hydra
  • Inula Mallian
    Lvl 1 Dogfolk Bard



    • Race: Dogfolk (reskinned human)
      Age/Gender: 16 Year Old Girl
      Height/Weight: Height / Weight
      Languages: Common, Infernal
      More Appearance Details: She possesses animalistic features reminiscent of something between a dog and a wolf, including ears, tail and semi-paws.

      STR
      11
      Athletics: 0

      DEX
      16
      Acrobatics: +3|Sleight of Hand: +3|Stealth: +3

      CON
      13
      .

      INT
      16
      Arcana: +5|History: +3|Investigation: +5

      Nature: +3|Religion: +3

      WIS
      8
      Animal Handling: -1|Insight: -1|Medicine: +1

      Perception: +1|Survival: -1

      CHA
      20
      Deception: +7|Intimidation: +5

      Performance: +5 |Persuasion: +9






    Proficiency Bonus: +2
    Hit Points: 9
    Hit Dice: 1d8
    Armor Class: 14
    Initiative: +3
    Speed: 30 ft
    Passive Perception: 9
    Spellcasting Ability: Cha
    Spellsave DC: 15
    Spell Attack Bonus: +7


Spells
Cantrips: (2)
*Guidance
*Mending


First Level: (4)
*Command
*Cure Wounds
*Sleep
*Speak With Animals [Ritual]

Items
Equipped:
*Rapier
*Wolf Pelts Leather Armor
*Sack x5
*Common Clothes
*Glasses

Currency:
0 PP
15 GP
37 SP
147 CP

Carrying:
*Calligrapher's Supplies (magical focus, has an effect which magically produces paper)
*Forgery Kit
*Disguise Kit
*Dagger x3
*Ink Pen x5
*Bottle of Ink
*Academy Uniform Robes
*Rations (7 days)
*Glasses
*Chalk x3
*Blanket
*Small Knife
*Candles x10
*Tinder Box
*Rope (silk)
*Mess Kit
*Ladder (10 ft)
*Piton x3
*Parchment x10
*Hammer
*Tumbling Tales of Tom Tomb(book)
*Diary of a Princess(book)
*Practical Analysis of Arcane Script Pt1(book)

 
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Idea

The Pun Tyrant The Gif Hydra
  • Maythread Undergold
    Lvl 1 Celestial Warlock



    • Race: Automaton (warforged reflavored) [Construct and Humanoid Creature Types]
      Age/Gender: Female, as per the imprinted memories.
      Height/Weight: 4 foot 3 / 190 Ibs
      Languages: Common, Dwarven, Giant
      More Appearance Details:

      STR
      14
      Athletics: +4

      DEX
      10
      Acrobatics: 0|Sleight of Hand: 0|Stealth: 0

      CON
      14
      .

      INT
      14
      Arcana: +4|History: +2|Investigation: +4

      Nature: +2|Religion: +2

      WIS
      7
      Animal Handling: -2|Insight: -2|Medicine: 0

      Perception: -2|Survival: -2

      CHA
      18
      Deception: +4|Intimidation: +4

      Performance: +4 |Persuasion: +6






    Proficiency Bonus: +2
    Hit Points: 10
    Hit Dice: 1d8
    Armor Class: 12
    Initiative: 0
    Speed: 30 ft
    Passive Perception: 8
    Spellcasting Ability: Cha
    Spellsave DC: 14
    Spell Attack Bonus: +6


Spells
Cantrips: (4)
*Create Bonfire
*Prestidigitation
*Light
*Sacred Flame

First Level: (2)
*Guiding Bolt
*Healing Word

Items
Equipped:
*Copper Plates (Reflavored Leather) (-10 GP)
*Arcane Focus - Crystal (-10 GP) [The Core Inside of Her]
*Sack x3 (-3 CP)
*Spear (-1 GP)

Currency:
0 PP
15 GP
14 SP
23 CP

Carrying:
*Miner's Pick (-2 GP)
*Pole (10 ft) (-5 CP)
*Bloodied Crowbar (-2 GP)
*Rope (Hemp - 50 ft) x2 (-2 GP)
*Chalk x4 (-4 CP)
*Piton x5 (-25 CP)
*Shovel (-2 GP)
*Light Hammer (-2 GP)
*Spear x2 (-2 GP)
*Shield (-10 GP)
*Navigator's Tools (-25 GP)
*Healer's Kit (-5 GP)

 

Idea

The Pun Tyrant The Gif Hydra
  • Angel Knight
    Lvl 2 Natural Hybrid Chimera / Lvl 1 Druid



    • Race: Dragon-Cursed (Kor reflavored)
      Age/Gender/Sexuality: 19 Year Old Straight Girl
      Height/Weight: 5 foot 4 / 125 ibs
      Languages: (Irrelevant?)
      High Concept: Prim and proper girl cursed to slowly transform into a savage dragon in both mind and body.
      More Appearance Details: As her chimera level increases she progresses further into a draconic form, growing closer from the first picture to the second. At level two she's got the claws, grew scales, and her eyes began changing color.

      STR
      19
      Athletics: +6

      DEX
      16
      Acrobatics: +5|Sleight of Hand: +3|Stealth: +3

      CON
      14
      .

      INT
      9
      Arcana: -1|History: -1|Investigation: -1

      Nature: +1|Religion: -1

      WIS
      15
      Animal Handling: +4|Insight: +2|Medicine: +2

      Perception: +4|Survival: +2

      CHA
      12
      Deception: +1|Intimidation: +3

      Performance: +1 |Persuasion: +1






    Proficiency Bonus: +2
    Hit Points: 27
    Hit Dice: 2d10+1d8
    Armor Class: 18
    Initiative: +3
    Speed: 30 ft
    Passive Perception: 14
    Spellcasting Ability: Wis
    Spellsave DC: 12
    Spell Attack Bonus: +4


Spells
Cantrips: (2)
*Produce Flame
*Druidcraft

First Level: (2)
*Create or Destroy Water
*Speak with Animals

Items
Equipped:
*Claws of Dragon Power (Tweaked Gauntlets of Ogre Power)

Currency:
0 PP
0 GP
3 SP
6 CP

Carrying:
*Totem x2 (-2 GP) (Druidic Focus)
*Spear x4 (-4 GP)
*Sack x4 (-4 CP)
*Waterskin x2 (-4 SP)
*Mess Kit (-2 SP)
*Herbalism Kit (-5 GP)
*Blanket (-5 SP)
*Cook's Utensils (-1 GP)
*Shovel (-2 GP)
*Torches x20 (-2 SP)
*Dagger x4 (-8 GP)
*Rope-Hemp x2 (-2 GP)
*Pot- Iron (-2 GP)
*Healer's Kit x3 (-15 GP)
*Bucket x2 (-1 SP)
*Fishing Tackle (-1 GP)
*Hunting Trap x2 (-10 GP)
*Spikes- Iron x4 (-4 GP)
*Bell x3 (-3 GP)
*Small Knife (-2 SP)
*Hammer (-1 GP)



Sources:
Knife (5e Equipment) - D&D Wiki



Wondrous Item; Uncommon (requires attunement); Cursed

Effect:
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

Curse: When this item is attuned to, it merges with the user's hands, making them become dragon-like, and reveals its curse. The user's mind is clouded, creating an aversion to civilized behavior over animalistic one. The effect is normally small, restricting speech to a degree and altering some of the user's senses, but using the item's power such as during combat will increase the effect, such as by giving them a great compulsion for brutality or fighting using one's own body as opposed to tools. The user cannot have a greater intelligence score than 10 by any means, and after combat or succeeding a strength or athletics check they have disadvantage on all intelligence checks for an hour. Over time, the draconic influence over the body will continue to expand.
 
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Idea

The Pun Tyrant The Gif Hydra
WIP Korone happy doggy.gif


The Chronicler

Bandage Mend Magical Girl.jpg



  • *Name: Impossible to currently pronounce.

    *Alias/Titles: Henia; The Chronicler

    *Species: Gorgon

    *Gender: Female

    *Age: 182

    *Strengths and weakneses: The Chronicler has travelled through a great range of universes, tearing down many worlds and recording their civilizations, allowing her to now access their knowledge, creations and even the creatures that inhabited those worlds. To say she has a diverse range of option in skill and ability would be a monumental understatement, and her combat style imitates the methodology of her role: Analyze first, then destroy. First scout out the enemy, or keep to simple attacks that will hopefully expose their own toolkit, then bait them into a position where their weaknesses can be exploited for a final strike. Furthermore, her abilities can be hard to counter, as many of them have been taken from civilizations now lost to time. Be it bizarre technology, unthinkable monsters or exotic magic, it may be difficult for certain enemies to find a counter.
    However, experience can be a double-edged sword, and in this one's case it definitely is. The Chronicler has been to many worlds where logic is twisted to stab yourself if you stab your foe, or where magical protections result in all manner of effects. If she is unable to analyze her foe, she may hesitate to attack at all. Furthermore, while this is extremely difficult, in the hypothetical case one could separate her from the Chronicler Spear her power would be greatly diminished.





The Chronicler is a being of great power who makes a record of civilizations before destroying them to prevent them from reaching the point where they collapse their own universe. The recorded information is meant to one day solve the ultimate riddles of the multiverses and end the Fermi Paradox.
 
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Idea

The Pun Tyrant The Gif Hydra
Wip Shakespeare.gif



af4a5db5651be4184564e21848fd63b9.jpg
Ryuda Kyuketsuki
Aliases/Titles: Passing of the Shapeshifter
Age: 17
Gender: Male
Species: Human / Shapeshifter
Strengths and Weaknesses: A battle of atrition will simply not be won against him, as he will continue to take more of everything until you are exhausted but he can keep going. Furthermore, because he can copy the powers of others his repertoire continuously expands. That said Ryuda's power of absorption requires time. Unless he fully absorbed something anything he creates is but a pale imitation and he can be struck by more potent abilities.


  • Likes:
    +Battle
    +Money
    +Music
    +Testing New Things
    +Knights

    Dislikes:
    -Rules
    -Seeing People Suffering From Poverty
    -Undead

    Fears:
    -Being powerless and/or having his freedom stripped from him


    Personality:
    The passing chooses one who is compatible with its nature, and indeed the passing of the shapeshifter is no different. Ryuda is a very adaptable and laid back person who can quickly shrug off grudges and inconveniences, and always live in the moment. He is the type to do what he wants with little care about what people think of it, and to always follow what he desires over "what he should". In fact, he despises the very idea of "should", "must" or even the more esoteric form "is fated to". He loves freedom for himself and others, and despises rules governing every little thing. This doesn't mean he doesn't understand some rules are necessary- just, keep it to a minimum.

    He is intelligent, but not studious. Although he has a good memory and intuition, he is not particularly fond of complex strategies or mulling over things for a long time. He is quite willing to deceive and be patient, but his mindset to be simple and shallow. When he is not actively trying to deceive someone, he is quite honest and really doesn't mince words. Furthermore, he does genuinely dedicate himself to what he does, and can be a rather generous person since he himself experienced poverty and he hates seeing it. That said, at the front of his mind is his great sense of ambition, which drives him to seek and enjoy battles against more and more powerful opponents.







 

Idea

The Pun Tyrant The Gif Hydra
Wip Experiencing Technical Madness 1.gif



Shiiro Inubashiri




  • Aliases/Titles: Hellhound Beauty
    Species: Genetically modified human
    Age: 22
    Gender: Female
    Sexuality: Lesbian
    Quote: "Humans are just another animal."


 

Idea

The Pun Tyrant The Gif Hydra


Lawneck

178a8ac2e7fc7e6d39eb5d2d7afab7c5.jpg


Aliases/Titles
Sunpack Alpha

Age/Gender
438 Male

Species
Wolf

Likes
+Peace and Quiet
+Sleeping in the Sunlight
+Teaching
+Order

Dislikes
-Humans and their tools
-Chaos, confusion
-Disobedience / Talking back to him
-Loud Noises


Fears
*Guns
*His pack falling apart

Personality
Even for his kind, Lawneck is an old wolf. He is the type to act with maturity and patience, to always be ready to guide others (and often desiring to, resulting in rambles and lectures that perhaps weren't as called for as he thinks). He is often tired and appreciates rest quite a bit, but any who says he isn't quite dedicated and diligent is certainly lying: After all, Lawneck has an extreme sense of duty, and as the alpha this means he always does his best, and perhaps more than he should, to lead, protect and watch over his fellow pack. He often takes shifts from others on patrol, and tends to take on tasks when one of his subordinates fails to do it. This leads to problems as he doesn't properly consider his own workload, and his nature is to carry pain within without showing or complaining until he reaches the breaking point, one way or another. Others may also be led to feel as though he doesn't trust them or looks down on them, as he refuses aid when taking on someone else's tasks unless he knows for a fact its a group task.

Those who know him though, understand such cold-hearted behavior is far from his true nature. Lawneck is very kind, maybe far too kind and altruistic. However, he is dead set on his worldview, which can make him quite-self-righteous. At the same time, as he favors order, to follow "the way things are supposed to be" and "the laws of the pack" (as decided by him) is something he finds crucial, and he will not tolerate insubordination.

When he was born, Lawneck was graced with the name Kletursnojum, meaning "rock under the snow". He was the son of the sunpack's current alpha, though at the time their pack had been pushed away from their former territory. Hunters had come, then the lumberjacks, and then the construction workers who made the factory. In their desperation, the once prideful sunpack had to resorted to taking over some of the territory of the moonpack, pushing them away with a raid. Even with that, they held back to not take over the majority of the territory, by the alpha's orders, even though that meant a lot less prey for them. From one side there were humans, the other the territory they had been ordered not to further invade, and now they had only small occasional prey found among the unwelcome snow.

As time passed, tensions continued to boil and rise. There were many fights, even a couple attempts at an insurrection with duels for the leadership of the pack, though notably Latehowl. The alpha's death at the hands of a shotgun while protecting their closest friend Woodclaw, and their ultimate decision to order that friend to abandon him to his fate, shortly before drawing his final breath, were the tipping point that finally broke apart their group, causing three wolves- Latehowl, Woodclaw and Bloodsprint- to take a fragment of the pack and go their own way. Lawneck at the time was not yet considered a full adult, he was still referred to as Kletur, and thus had no hereditary authority over them to stop them. Keltur's father's legacy remained weighing on him nonetheless, and with support from his friend and his mother, he did his best to continue guiding the pack.

Years passed, and while on a hunt, Kletur overheard panicked howling nearby. He entered a cave where some pups had gone to, and found Bloodsprint with a leg trapped under some rocks, and a bear mauling at two small pups. Without thinking Kletur jumped in front of the bear, getting his side clawed into before he leaped at the bear's throat and ripped it open. He then helped Bloodsprint despite her protests, and though not received well at first, his action spoke louder than old grudges. Both splinters of the sunpack were barely hanging in there as it turned out, just barely. A sort of truce resulted from that encounter and the gratitude, allowing contact between the two segments, but each side was allowed to do as it pleased so long as it didn't interfere with the other. This was, until the moonpack came.

Some of the younger generation in the moonpack were thirsty for revenge, and thus came as a hunting force against the weakened sunpack. Kletur's side was being pushed back, badly, and in this time of need he decided to go seek help from Bloodsprint, only to discover her part of the pack was under attack as well. Kletur once more protected their young even at risk of himself, and Bloodsprint agreed to come with him to defend both of their "packs". Truth be told however, her wording was slightly different - she agreed to follow him instead. They managed to push back the young of the moonpack into a retreat, and then Bloodsprint revealed she and hers would re-join the sunpack, if Kletur was to be the alpha once he became a full adult. As for when that would be, Bloodsprint proposed, it would be when Kletur managed to convince one more of the other fragments to return to the sunpack. This way they would be stronger together again- and furthermore, Kletur could prove himself and to himself, that he was worthy of succeeding his father's legacy.

Kletur thus departed to seek out the other pack fragments, while still mulling over what had transpired. Indeed, divided they were weak, but together they could be strong. Still, there was more to it than that, wasn't there? They didn't simply team up and then fight randomly. Before everyone was doing their own thing, they were easy to pick off by the moonpack who were experts at prowling and sneaky attacks. United however, they could organize, march unstoppable while covering each other's weaknesses and backs and making full use of each one's strengths. Hence the true strength of unity.

Once more there was proof. When he found Woodclaw, his fragment of the pack was shattered into even smaller fragments, some even turned into loners and others excusing themselves as just couples. Woodclaw was filled with regret over his actions, but Kletur was able to talk him into understanding that abandoning his father that day was not a betrayal- it was loyalty of the highest extent. To protect the pack even when all seemed lost, that was the true mission entrusted onto the two of them. This convinced Woodclaw to join Kletur into challenging every loner, couple and pack fragments out there who splintered from Woodclaw's fragment, to come and battle Kletur for the title of alpha. They could attack as they wished, and Kletur would count only on his own and Woodclaw's coordinated strength. The chaotic battles that ensued were long and exhausting, but all victories nonetheless, some utter curbstomps even. Kletur was recognized as the future alpha- even by some former moonpack loners who sneaked in hoping for a chance at fame. It was them that revealed the devestating news: Latehowl's fragment had joined the moonpack, and the youngsters that attacked them before had returned to the moonpack and claimed the sunpack attacked them unprovoked. Woodclaw and Kletur rushed back to warn the rest, only to find Bloodsprint's pack and the sunpack were once again fighting amongst themselves in Kletur's absense.

All of these experience resulted in only one conclusion for Kletur. He howled and stomped, and put a stop to every fight he could see. He declared he would now become alpha of their newly reunited sunpack, and that any who objected to anything he had to say about it could come and argue with claws and fangs. He declared things would return to peace. To order. That they would work together, and he would be the one to guide them through it. There were no objections at the time, and Lawneck received his name from a scar on his neck and his desire to implement a law that would help them all work together properly.

Together, the sunpack managed to once again defend itself against the moonpack, and Lawneck would rule over the sunpack for centuries to come.

Skills/Talents
*Hunting, you know wolf stuff
*Identifying people's strengths, weaknesses and potential

Natural Abilities
*Longevity- Lawneck's kind of wolf, especially the alpha line, has a very long lifespan of around 500 years. Their bodies age slowly and gracefully after reaching maturity, and they are extraordinarily tough and strong.

Magic
Lawneck's personal magic allows him to store light from the sun for energy, and then to bind these light in what seems like glowing line tattoos, to people under his authority (himself included). The light bindings increase the toughness of the fur like armor, and physical ability in general. They can also be used to bind the movements of and let him track the position of the bound.
jade-merien-gg.jpg





These wolves have a tradition to receive two names: The first comes at birth, and is given in an ancient language passed, while the second name is given in their current language and is given at adulthood, when the name can be given based on who they are as a person. Their first name is still relevant however, as allowing one to call them that is a sign of great affection, like referring to a real name instead of a title. At the same time, to call one by their original name without permission is a sign of disrespect.
 

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The Pun Tyrant The Gif Hydra



    • yt8plxt071751.png
      Name: Karma Omutsu

      Aliases/Titles: Kome Nasai

      Age: 17 7

      Gender: Female

      Likes:
      +Puppets & Stuffed Animals
      +Talking to the grief seed hidden by her sock puppet.
      +Her Sister
      +Music
      +The Cold
      +Snow
      +Bunnies


      Dislikes:
      -Being treated like a child
      -Meddling People
      -Coffee
      -When someone is blamed unjustly


      Fears:
      *Her sister forming a contract or being hurt
      *Her own identity being found
      *Becoming a witch


      8r9d5fu0plz51.jpg
      Backstory: Karma was the child of two extremely strict parents. There were rules for everything, and you better believe they were enforced, but they really weren't realistic for a girl of Karma's age. Rather, they were simply young and inexperienced themselves, far too naive about what raising a child was actually like. This led to much frustration on their part as she didn't live up to their expectations of her, while she built up such frustration as well from their demands and backlash over not meeting them fully. Her parents weren't cold-hearted, so there were plenty of happy days- but there also were many where she time and time again felt like a failure, she tried her best but it never seemed to be enough, and any protests would mean punishments and yelling. In the end, there were times when she had fun, but for the most part she simply retreated into her shell. Her parents realized as much of course, but they believed it was simply normal for a girl like to be more quiet and grow some distance rom her parents. It would be a long time before they ever realized how deep that distance was becoming.

      What came to change this dynamic and divert their attention, was Karma's little sister. Karma had mixed feelings about it: On one hand, the parent's diverted attention alleviated some of the burden they put on her as they simply didn't have the time or energy to spend on it. On the other hand, Karma herself was still a 7 year old child, it was only unnatural she'd feel uncomfortable with the sudden loss in her parent's attention to her. These things together caused Karma to begin slacking off, which once again led to arguments, and by the time Karma's sister, Haruka , was at last born, the girl had something of a grudge against her already. She refused and protested when asked to take care or play with her, she kept her distance and disdain.

      One day, during a trip to a zoo, the two of them became trapped in an elevator leading to the parking lot. There were some flaws in the design of the area however, leading to difficulties in getting the two girls out of the elevator once anyone even noticed there was a problem. There was some emergency ventilation, but in reality the girls only had with them the snacks they brought to eat at the zoo. The two of them cried and argued after they couldn't take it anymore, but there was nothing they could do, and eventually settled down. Then there was the hunger, and Haruka was quick to eat her own snacks, but the rescue just wouldn't come. Even fearing for her life, Karma thought perhaps it would be better if her sister lived instead. Between the two of them, she thought, Haruka was definitely the favorite. She made Haruka eat her snacks as well. By the time the two of them were rescued, Karma had passed out and was taken to the hospital.

      From then on out, despite Karma's acting so cold to her little sister, Haruka would insist on them playing together, would try to be helpful to Karma, she would come to discuss things. Karma at first decided to tolerate it, thinking it was just a passing thing, but it kept going, and in time even Karma was starting to appreciate it as well. The good times, didn't last long, however. An affair resulted in their parent's divorce and the two girls were separated. Karma was taken by her father, but could barely bear to live with him, knowing what he had done. She was at a loss for what to do as she entered highschool feeling more alone than ever before, and that's when she met Emily. A happy girl, cheerful girl, motivated girl, who could pull Karma out of her funk with a wink. Emily recommended Karma to a part-time job where she also worked, and the two girls agreed to work together to achieve a joint objective of renting an apartment for themselves. In order not to anger her father, Karma studied harder than ever before, remaining an honor student to keep him from objecting to a part-time job, and eventually, to her moving out and in with Emily.

      Emily, however, was acting suspicious. The girl had mediocre grades, sure, but it was still odd that this girl was still sneaking around at night when she already had a part-time work shift as well and knew for a fact there was this rich kid who kept coming to hit on her day after day despite her rejections. As she sneaked around, Karma witnessed firsthand as Emily entered some bizarre psychadelic place, was covered in this ridiculous bunny themed outfit, and began using MAGIC to fight some manner of MONSTER. It was so much to process Karma didn't even notice when this cat-bunny creature sneaked up on her, and called her attention. After the battle was over, Emily thought she was to erase Karma's memories, but kyubey instead insisted she didn't have to: After all, maybe Karma could become a magical girl as well!

      Emily wasn't thrilled with the idea, but didn't object in front of Kyubey. Instead, she talked to Karma about it at their apartment, explaining the contract could be tricky- she herself had asked for the love of her crush, but what resulted was in the boy, Mark, becoming mindlessly obsessed with her. The reason she only kept giving him semi-ambiguous friendly rejections instead of outright doing anything more drastic such as calling the cops for his harassment, was her sense of responsibility over what had become of him. Her point in the end of the day was simple: "You do not have to take this deal. I have dealt with these things myself, you don't need to get involved too. But if you do get involved, think about your wish very carefully."

      Karma thus spent the next few weeks mulling over what she might even wish for. By coincidence during this time, Karma came across her mother, who seemed rather desperate. It seemed Haruka had been feeling extremely down as of late, and had never quite let go of the desire to see her sister again. Karma's mother begged her to come to her sister's next birthday party, which of course Karma cheerfully accepted. As the day in question arrived though, she was but a few feet away when she got a phone call: Emily was on the verge of being fired because she hadn't shown up to work that day. Karma recalled that, perhaps at that very moment, Emily was risking her life. Though it tore her heart apart to do so, Karma bailed o her sister's party and went to the store to cover for Emily.

      Little did she know, however, that her sister witnessed her doing just that. Haruka was always weak and prone to becoming sick, require extra attention from her parents but also making her more distant from the other children as she couldn't join in many of their activites. After losing her sister to the divorce settlement, she had retreated more into herself and eventually became the target of bullying. However, after all this time waiting, today she would finally have a chance to meet her sister again! She was overjoyed, utterly, from the bottom of her heart... but in the end, she felt nothing but betrayed as Karma left instead of coming. Haruka broke down crying in her own birthday party, and when Karma finally did return, she had given up on reuniting, told Karma to leave her alone, not like she cared anyway right, she was just a pest right? The words shocked and angered their mother further, who warned Karma never to return to them. Karma left, crying herself.

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      While coming back to the apartment, she encountered Emily, all battered and beaten. Apparently she had fought an extremely tough witch, and ended up passing out after the fact. Seeing her friend in that state, Karma didn't feel it right to even bring up her own problems. Meanwhile, Emily was more perceptive than she seemed, so she could tell something was off, but she didn't know enough to try to bring it up herself either. The mood simply festered within both over the next day and half, when as they were walking home together, they overheard Mark call out to Emily, but it wasn't Emily. The girl's eyes widened: Mark was being trapped by a witch! Despite not yet having recovered, Emily rushed in after Mark and the witch in an attempt to rescue him. Without thinking, Karma went after them too, but quickly recalled there was nothing she could do, and hid with Kyubey by her side. It wasn't the kind of witch that would normally have given that much trouble to Emily, however with her current injuries, and with Mark as a hostage, she was beaten down, injured severely, on the verge of being killed herself. Kyubey urged Karma to make a contract herself, and it was all going so fast she could barely keep up, what would she even wish for? Strength to battle? Wasn't that what she was going toi get anyway? What should she, what should-

      Kyubey placed an ear over her chest doing
      something to calm her down a bit, at least enough that she could think about his question: What did she desire, truly, from the bottom of her heart? A wish she would retain, a wish she had carried with her, a wish she would hold with her forever entwinned in her soul. And then, with ears rolling down her eyes, Karma declared her wish, to be able to undo her mistake and be by Haruka's side... And as she did, Kyubey formed her soul gem, and Karma was transformed. She noticed quickly that she was much shorter, but she didn't worry about it much right away: First, she needed to rescue Emily. Thus Emily witnessed as her friend gave up her soul to save her, and clutched his fists. But even though together they were able to push back the witch and release Mark, an unexpected attack appeared from the labyrinth and fell towards Emily. It would have been fatal too, if Mark hadn't almost gleefully pushed her out of the way, ending up impaled himself. There was no coming back from that for him. Crushed and snapping with the guilt, Emily rushed at the witch, brutally beat it down, and then kept beating it even after it was clearly defeated it and disintegrating. There was no time to relax though: At that moment, Emily's soul gem was crushed by the corruption, and she herself transformed into a witch. Emily was inexperienced, and now facing her dearest friend as she had just become a monster. She simply stood no chance.

      She was luckily saved by another magical girl called by Kyubey at the last minute. Karma tried yelling at the magical girl to stop, to not do it, but she had no strength left to actually keep the magical girl from putting Emily out of her misery.

      Weeks passed. Karma knew there was no one left who could recognize her now that she had transformed, so her life was gone. That magical girl, however, took pity on Karma and helped mentor and fund her, and even assisted in forging documents. Karma wasn't exactly excited to start middle school over again, but it did give her the opportunity to re-encounter her now 9 year-old sister. Meeting her again, she at first could only observe her from a distance, but she was eventually discovered and befriended by Haruka. With this new chance, she found some modicum of hope, and vowed to continue supporting her sister as her friend, from the shadows, and as a magical girl as well.


 
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|Ambrosia Dynas Greatfield|

  • Aliases/Titles:
    Species: Wolfskin
    Age: 34
    Gender: Female
    Class: Wolfskin
    Occupation: Retainer to a Princess

 

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