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Fantasy The Haven Redux [CLOSED] (OOC / Character Sheets)

Main
Here

Thanny

The Destined Undestined
((Sign-ups are locked for the moment to those who were not previously invited off-site. Sorry, though keep your eyes peeled for an update in this department.))
((Public Announcement: The Haven is now closed until further notice. Thank you for the entertainment and storytelling, all, *bows*. It was a blast while it lasted.))


Intro:

Hi, everyone. Vaude here with a new old roleplay that I hope everyone will enjoy. Yes, I am talking about The Haven. There will be giants! There will be swashbuckling! There will be romance! Chiefly, however, there will be cooperation. Welcome to The Haven Redux.

This roleplay takes place as two partitions: within a safe haven and within a multitude of worlds. Inside the safe haven, you can discuss things with your fellows, test your unique strengths in arena matches, and purchase a myriad of things to customise your character. While wandering the multi-universal worlds, you combat creatures both sentient and animal with your fellows, advance the plot, go on spirit quests, and gain relics and items to improve upon your abilities, weapons, and other stuff.

Your purpose is unknown, but staying inside the safe haven without doing anything for too long (exactly three weeks) causes you to disappear. With every disappearance, however, there is a new appearance. Another unlucky, or lucky, person is brought to this safe haven, again with unique abilities that can help his or her comrades. The minimum number of occupants seems to settle at fifty individuals to fill the fifty living quarters. Additional Haven members were brought in every now and again as general exceptions, requested to be here for their unique skill sets and qualities.

You must fight, or at the very least assist, to survive. You are given food, shelter, robotic assistants, and ample time to be the best you can be, improving yourselves and others, but you must prove useful to your community or risk being removed. Three weeks is your allotted time before you must visit the many worlds that lay outside the gate to this sanctuary.

A job board will be provided in this RP to give people adventures and, thus, fun. They are rated along the following tier system from lowest and least difficult to highest and most difficult: Bronze (1-3 points), Silver (4-6), Gold (7-8), Platinum (9-11), Diamond (12-15), and Alexandrium (16+). Go as a group for the more difficult tiers, unless you like a challenge. Your imagination is the only limit when fighting enemies. Be as powerful as you'd like.

Points go like this: 1 point for a player in Bronze class, 2 points for a player in Silver class, 3 points for Gold class, and so on all the way to 6 points for Alexandrium class. These values denote known skill in combat, medicinal, or supportive roles. These classes and points do not mean much except as kudos for doing a good job. The point count for the job board shows the recommended number of points -- or people -- for that quest. If somebody chooses the Dragon Quest, a Gold-tier quest, and attempts to solo it, keep in mind that you might be biting off more than you can chew.

This is a new addition to the field: divine intervention. You may choose to have a powerful patron who provides a buff for a few turns or a powerful attack used through you. This can create quite the boon which can one-shot difficult enemies, but only within their sphere of influence. On different worlds, different patrons can be summoned only once per visit. Think of it as a spin-the-wheel game, where your patron will randomly be selected. Maybe yours can be invoked. If not, someone else's can. There are areas which do not allow patrons, however -- the lawless zones -- so be careful. If you choose not to have a patron, your character will have an automatic 10% boost to two active powers (if numbers matter much to you). Point these out in your character sheets.

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Rules:

0.) Have fun.
1.) No godmodding allowed.
2.) No auto-hitting or killing each other. The only exception there is to this rule is in the arena, where you may fight to the death without repercussion. Dead characters inside the arena, or even in the sanctuary will be resurrected. Characters who die in the many worlds will stay dead unless certain exemptions are made. Phoenix feathers and elixirs of life are two such exemptions.
3.) You are welcome to be powerful but not overpowered when fighting other roleplayers.
4.) Keep what you post PG-13 and stick to the site's rules.
5.) You are recommended and welcome to participate in the main plot. However, if you decide against it, you may take on missions small and large and not worry about following the main plot.
6.) You are able to have four characters at the most. If you want another, remove another character of yours and wait until a good moment to fit your character in.
7.) Divine intervention, or the use of patrons, is limited to only once per visitation of the world.
8.) Keep your characters original. In other words, no official characters from any piece of fiction or non-fiction except of your own imagination. You can, however, stick to a certain fictional universe.
9.) Please post regularly, if not semi-regularly. Posting within three days (three weeks maximum) is recommended to keep things flowing, and within two or three days for arena fights. Take too long and I will a.) send a private message to either ask you to continue posting, b.) take control of your character, or c.) remove them temporarily or in whole from the roleplay.

Character Creation:

Creating a character unique to you is as much of a joy as it is an age-old idea. Some of you might go with a purely physical fighter or a straight magic user. The majority use a hybrid of these two, which is just as grandiose and potent. Pick from the traits below and make your character A-class material.

Good-to-know Information: Instead of gaining new active powers, you can stack an existing active power with an increase in strength of up to 25% of the original value. For instance, four stacks of fire magic will be 175% (100% + 25% + 25% + 25%) the effectiveness. If you refuse a patron, there is a multiplier of 1.1 or 1.2 if you put them on a power, so if you put one into the four stacks of fire magic the result will be 175% x 1.1, resulting in 193% the effectiveness.

Passive powers can be chosen too, and offer unique boons if stacked in layers as well.

Really Good-to-know Information: Here is a word to those seeking good things. If you increase your active and passive powers beyond four stacks (or the equivalent of 175% or more), something good may happen.

Active Powers (interesting powers you may accept, otherwise you can create your own within reason) (choose 4):
Elemental control of magic:
(dark, light, fire, ice/water, earth, lightning, and air);

Non-elemental control of magic: [void (physical non-elemental magic), gravity, healing, shield (physical red energy that blocks attacks to a degree), slow burn (continuous damage to a target lasting up to a minute), and death/unhealing (purely injurious magic)];

Physical enhancing: [strength up, dexterity/maneuverability up, magic aura (10% increase to all magic output), damage resistance (magic and strength), debuff resistance, regeneration (restores 10% health per hour, but does not cure status ailments), piercing weapon (pierces better and better defenses without refusal with each charge; up to three charges), shattering weapon (shatters weak defenses at first and strong defenses later; up to three charges)];

Status ailments and debuffs: (strength down, magic deprivation (10% decrease to all magic output to others), lower defense, lower regeneration (-25% regeneration per casting of hex)

Passive Powers (latent abilities of your character, otherwise you can create your own within reason) (choose 2):

Mind reading (invading other people's minds to find out attacks or thoughts after two seconds of lag time; can be prevented), status debuff immunity, invisibility, damage resistance+ (25% decrease to physical damage), magic resistance+ (25% decrease to magic damage), double speed, flying, self-cloning (up to three), and heightened sense (your choice of sight, hearing, touch, or smell)

Weapons (you know you want something to defend yourself with) (choose 2; can be switched at the sanctuary):

Bladed:
Sword (of any length; can be a dagger if you like), axe, mace, spear, scythe;

Non-bladed: Club, quarterstaff, padded gloves (for hand-to-hand combat), hammer, warhammer (sledgehammer);

Marksmanship (infinite ammo): bow and arrows, crossbow and bolts, throwing axes, ninja stars, darts, and throwing knives (can be used as regular knives).

-- -- -- -- --

Please use the following template for creating characters. You may tweak it if some information blends together, like a character's biography, personality, and/or appearance.

Character Sheet:

Name: Put thy character's nom de plume here.
Age (optional): Put thy celestial revolutions ye have witnessed as thy age.
Race (optional): Put thy species on this glorified white/black space.
Appearance: You can post a picture of your character here, or write out what he or she looks like.
Personality: What makes your character interesting? What do they like or dislike? Do they have strengths of character? Faults?
Biography: Tell at least something about the character. Maybe include their history before or during their visit to this place. This can include things like age, height, weight, and so on, if you want.
Passive Attributes: Pick two passive powers from the list above that your character will have.
Active Abilities: Pick four active powers from the list above that your character will have.
Weapon: Pick two weapons from the list above that your character will use. Please change your profile if you change your mind and use another weapon.
Powerful Patron: Choose your powerful, summonable ally and what kind of gracious boon they can bestow. If you don't choose, add an asterisk ( * ) to two active powers to augment their strength by 10%. This can be very beneficial for a number of reasons.
Signature Move: A signature move can only be performed by your character. It is a move that you think up using your abilities and/or weapon(s) in a creative way. Signature moves are optional, but can be added to your character at any time. You may have up to four signature moves before discarding one for another, just like Pokemon.

The Shops:

Shops and vendors of various kinds exist inside and outside of The Haven, some providing discounts to favoured items. The Haven provides the going market value of items throughout the world, but travel and you may find shops offering great bargains. Every now and again you may see The Merchant, who can provide discount services for exotic items not often, if ever, seen in stores.

Items:

Grease (weaponised grease can be thrown inside a thin, easily destructible clay pot to cause elemental weakness to one enemy if striking true. Causes weakness to light, dark, fire, ice/water, lightning, earth ['cause why not?] and air magic) - 200 coins
Hourglass (stops the clock for all but the one who activates it for what feels like three seconds; the user cannot move, but can plan ahead and counter flawlessly) - 200 coins
Bomb (big ba-da-boom with a moderate explosion of a certain elemental affinity chosen by the wielder; can be used for all elemental magics and even healing magic) - 50 coins
Phoenix Feather (revives a dead ally, or one's self upon death) - 500 coins
Elixir of Life (revives a dead ally, but cannot revive one's self upon death; has two [2] uses) - 500 coins

Self-Improvements:

Additional Weapon Slot - 3000 coins
Additional Active Power - 2000 coins
Additional Passive Power - 2000 coins

Upgraded Weapons:

Adamant Weave (bless the weapon with mercury, making the weapon indestructible by normal means) - 1000 coins
Arcane Weave (bless the weapon with crystal, adding a permanent elemental enchantment) - 1500 coins
Shadow Weave (bless the weapon with sulphur, adding a permanent non-elemental enchantment) - 1500 coins
Odd Weave (bless the weapon with grand gems, adding a weaker but permanent physical enhancement (passive power) - 2500 coins
 
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Job Board

Bronze Listing:

The Grimoire in the Goblin Den (2 points)
A collection of lesser incantations and potion recipes has been lost within a cavern governed by goblins. The author of this great book is earnest to have it returned as soon as possible before the goblins, I don't know . . . eat it. The tome is grey, made of a unique leather, and marked with thin, green metal leaf in the shape of a four-leaf clover with laughing imps on all four corners of the front of the book. Danger level: 1 of 5. Rewards: 400 coins + 1 weapon upgrade. Recommended: 2-3 adventurers. Maximum of 3 adventurers.

Silver Listing:

The War Front (5 points)
A medical caravan heading towards a war front between a ragtag alliance of men and halflings and ghoulish creatures requests protection against thieves and bandits as well as the fearsome ghoulish monstrosities. They cannot loan out any medical supplies, but the requester offers money and physical training in return. Rewards: 900 coins + 1 active/passive power of your choice. Recommended: 3-9 adventurers. Maximum of 9 adventurers.

An Undead Incursion (6 points)
Putting down Aprameia may have been a decisive blow, as has killing the one in control of her, but a smaller undead force on the same world has been manifesting in the hilly lands northwest of Sapnin Village where sanctified barrows and the mass graves of those who perished carry plentiful bodies. Reports of them reveal that they were entering the rebuilding towns and recovering their forces. Cut them off at Redoubt Gap, a fort guarding a wide mountain pass between the lands of the living and the lands of the dead. Rewards: 4000 coins. Recommended: 4-10 adventurers. Maximum of 10 adventurers


Gold Listing:

Forestalling Justice (7 points)
Within the Plane of Fire, two war chieftains had enough of each other and went to war with each other. Two weeks later, due to great casualties, the hostilities came to end with a proposed ceasefire in one of the chieftain's camps. The other chieftain, Yu'lune the Ashen, does not trust this and hired The Haven to keep the ceasefire from ending up as a massacre of his people. He promises riches and tutelage in many arcane ways if a bloodbath is averted. Rewards: 2500 coins + 1 active/passive power of your choice OR 2 slow burn active powers + 2 elixirs of life. Recommended: 5-12 adventurers. Maximum of 12 adventurers.


Platinum Listing: These jobs will be available later.

Diamond Listing: These jobs will be available later.

Alexandrium Listing: These jobs will be available later.

Characters Currently Active (TBD):

Ceres Silverblood (used by HeartOfFerria), Page #1 Post #3
Princess Sonya Vale of Stonefall (used by HeartOfFerria), Page #1 Post #4
Galla Northcrest (used by HeartOfFerria), Page #1 Post #5
Iseult Mylis (used by Elrandir), Page #1 Post #6
Faloan Apateon (used by Elrandir), Page #1 Post #6
Isadora Malachite (used by Mystics Apprentice), Page #1 Post #7
Kolm Diarisso (used by Mystics Apprentice), Page #1 Post #7
Henry Marksis (used by Scrapmaster), Page #1 Post #8
Hektor Van Maxwell (used by Scrapmaster), Page #1 Post #9
Jerod "Jer" Montrachet (used by Rikunobodyxiii), Page #1 Post #10
Alexandra "Lexa" Yoko (used by Rikunobodyxiii), Page #1 Post #10
Orion Baelfire (used by Mystics Apprentice), Page #1 Post #11
Lucia Quinn (used by Nero Kunivas), Page #1 Post #12
Gabriel Cross (used by Scrapmaster), Page #1 Post #13


Characters Retired (TBD)

None! Doing great so far.

TL : DR (Notes about the Story Thus Far (Before and During the RP):

Main Story: A large number of newcomers were brought to The Haven following the deaths of a band of six adventurers in a job of the most difficult quest ranking. They learn of each other, what The Haven is, and go on two quests as newfound teams. During one of the quests, a lich terrorizing a land was found out to be Aprameia, a previous Haven member, and was resurrected to do someone's bidding. With the lich destroyed, secrets were unearthed, and the man behind Aprameia's turning is thought to be the Spectacled Man, so nicknamed because of his prominent thin glasses. After confessing to knowing her, he was killed by Winona and Ceres on an information quest, his head hacked off. Another group won the respect of a Rakshasa village and fought a drought dragon, besting it in combat and saving the Haven member Berybrillo in the process.
 
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Name: Ceres Silverblood.

Personality: Ceres is very…sure of how she likes to do things. once set on a path very few things will drive her off it. But this does not mean that she won’t listen to reason. Just that she is sure in her skill as a knight and swordswoman. Her entire existence before being brought to this world revolved around protecting others thus she has a strong sense of justice and a need to save people even if it means becoming a martyr. In combat she fights like a warrior, wild and powerful. Out of combat she is kind, protective, soft spoken, and in a way, a ditz.



Biography: Ceres is a woman at the age of 25. Ceres was born into a wealth Noble Family of Healers and Guardian Wizards. 15 years after Her Birth, A war began between her country of Cervalia, and the neighboring country of Vandel. Being as devout and proud of her country as she was, she sought to join the Grand Order, and Order of Paladins who rooted out evil magica, protected their people and overall were a grand presence in Cervalia. After training and initiation she was an official member of thr Order, her given title was “She who donned the responsibility.” This was granted as a nod to her determination to help her country. Soon she found herself on the battlefield at the age of 18. Her blade and shield protected many people, but as she learned awiftly, she couldnt protect all of them.

While Cervalia was known for its desire to follow Law, Vandel was known to be a realm of unsavory and unfair individuals, poverty strikes fast and many people are forced from their homes to fight in wars. Orphans are left in the streets due to this and those who survive dont live long. Dark Magics are known to be used in trying times even if it is against the mages wishes, skeletons and dark summons have been seen gracing Vandelian Army Ranks. Twisted amalgamations of flesh and bone, magic and metal. sacrificing numbers for power were often used to describe Vandalian Military.

This is what was beleived to have happened to plauge the Grand Order while upo the battle field. Many Paladins went berserk, eyes bleeding red and clouded black as they turned on those who they were to protect and mowed them down screaming profanities and claming them to be heretical. That immediate battle was a loss and alone Ceres had taken the lives of three of her brothers and sisters, as war raged on she would take the lives of three more to the same affliction. In a matter of 3 years Ceres grew to hate Vandel for what it stood for. For the darkness it stood for in this world she called home. However one day before she could even step upon the battled field, she left her war tent and collapsed, waking in what would soon be known as Haven, where she would face a new series of trials. But also lightening up a bit about the rules that were instilled upon her. this lightening of the rules would soon make her faith sway and her confidence come into question.



Attribute:
Damage Resistance+
Magic Resistance+



Abilities:
Healing
Sheilding x2
Light



Patron: Lord of Light: Sol Piscu.
Improved Resistances

Weapon:
Silver Runed Longsword
large Mithryl layered shield



Signature Move: Light Lord’s Fishing Trap
Ceres creates a Pyramid shaped cages made of light and barrier magic. This cage singles out trapped targets until it takes too much damage and breaks





601583
:bishiesparklesl: Accepted by Thanny :bishiesparklesr:
 
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Name: Princess Sonya Vale of Stonefall

Age (optional): 16

Race (optional): Human
Appearance:1562966779287.png
(She is shorter than many people her age)


Personality: Noble With a will to protect. Anywho who seems to harm those under her protection will swiffly face her wrath. However she is very calm and collected. Often ready for combat. At the same time she is curious.


Biography:
A fated day came for Sonya and her family. The day the citizen’s snapped. It happened so fast. Late in the night, Sonya had awoken to the sound of ransacking and flame, getting up she grabbed a knife that she kept at her bed side. Lastly she moved to see what was wrong.



As she moved into the hall it became clear. Her door had been surrounded by the local citizens of her father’s city. In hand they had torches and pitchforks, these weapons were pointed at the shadow mage who slowly began to back away. Seeing her as nothing but a child, they hesitated. Even with the hesitation there was something in their eyes. A murderous desire that was growing slowly. Sonya used this chance to push through them and run. Erecting a stone wall as she ran, blocking the path off from the attckers. She moved to her sisters room before they got the bright idea to find an alternate route.



Her sisters was in the process of waking up when Sony walked in. Ophelia was a kind girl, she should grow into an excellent heir and a lovely queen. If this all hadnt happened that is. Without saying a word she pulled her older sister out of bed and pulled her along down the hall telling her only to be quiet and to stay low. She realized they were being cornered. She pulled her towards a window that loomed over the castle moat. From three sides she found herself and her sister surrounded. She chose the only path that would result in life. She threw herself and her sister out the window. As they fell she could only hope to hit the water.



When eyes opened she was elsewhere. She felt dizzy. She felt incomplete, but she was alive. She felt her own power surging in her hands. Something was amiss though. Why was she here? How did she get here? Who was Sonya Vale.


Attributes:
Double Speed

Black Hounds of Stonefall- Sonya slowly stores up damage to be charged in the ultamite ability Chase, when charged her body smokes black magic. As soon as Chase activates, two smoking black spirits rush from Sonya’s body and attack stray targets around her. (Significant damage is required)


Abilities:
Dark Magic x2*
Earth Magic
Shattering Weapon*

Weapons: Double-Sided Axe, Throwing Daggers


Signature Move: Chase
Sonya envelops herself in her power after a moment of charge. She then rushes the target, cloaked in shadow. In this form She is able to rush the target for a violent attacks and throws. Every attack is charged with Black Magic. Her body is still vulnerable in this state.

-Stone Shark
??????
-Eyebite
?????
-Royal Assassin
?????

:bishiesparklesl: Accepted by Thanny. :bishiesparklesr:
 
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Name: Galla Northcrest

Age (optional) 26

Race (optional): Human

Personality: very calm, often cold. Views death as a part of the cycle and corpses as matter and materials. It is what it is, not anything special. She fears larger folk as she knows they could crush her. She has a fear of being alone. But views her skulls as companions. She can be found speaking to them.

Galla suffers from
—————————-
Anthrophobia
Claustrophobia
Thanatophobia
Haphephobia



Biography: born into poverty and war, Galla found herself begging on the street for coin as a child her body horribly weakened by disease. While others fought and protected on the frontlines it was a losing battle. One day while begging a cloaked and hooded man stopped and looked down at her. He told her she was sick and that he could help her if she wanted it. In exchange she would work as his caretaker for his final days. Having little to lose Galla accepted. She was helped into a carriage after being given new clothes, and the old man began to use a sort of sorcery to heal her. However moments after the spell finished, the man showed signs of the very disease that plauged Galla’s body.

Eventually after a month of travel they arrived at a dark colored tower surrounded by tomb stones. She was led in by the hand and gently brought up the stairs. She began to take care of him from that day oneard. She was taught herbology, magic, and even more life skills. However the magic she was taught was dark and tainted. It was death magic. But she didnt seem to mind. It was more than she could ever ask for. Soon she turned from caretaker to apprentice and her master turned even more ill soon after, urging her to push on and continue learning all she could from the tomes in his study. He didnt seem to want to get better as if he knew the end had come. Galla still tried to help him, eventually turning to the tomes for help but none of thr spells were made for healing.

Eventually her master died. His last words being another set of urgings to continue in her studies. She agreed and as was tradition, raised her master as a flaming skull one capable of powerful poison miasma and limited fire magic. She decided to keep it around as she did with he others and continued through her masters books in his study. Raising zombies and skeletons, opening death portals and even using her own life force to raise the power of her magic. She continued on until she decided she should begin to travel and hone her potential through experience.

One day during her travels she was ambushed by bandits, some seemingly stronger than expected. Strong enough that the group of them forced her through her playable hand, backing her into a corner. She stumbled during the fight hitting the ground, her eyes slowly opening to see the largest of them looming over her with an axe. She closed her eyes and braced herself as it was brought down on her, she felt a sharp pain on her wrist. When when opened her eyes she felt sick, tired, and drained of mana. She was some where new. Her body was weak. After some serious nausea she blacked out for a few days. Waking up with a bandage on her wrist. After gathering the nerves to step out of the room she was in she found herself in the Haven. Saved from the brink of death.


Attributes:
Life Burn: As Galla casts spells she slowly burns her life force at the cost of her spells being stronger. This life force can be regained over a long period of time
Magic Resistance+


Abilities:
Death Magic x4**
Fire Magic

Weapons: Dagger
(Slot Sacrificed)

Signature Move: Cursed Ritual of the Successor

Galla grabs her flaming skull and takes time to enchant it with necromancy. Once the enchantment is complete the body of the skull is recreated with long thin limbs and rather twisted anatomy. It rises with the appearance of Galla’s old [Desceased] master. This being acts as a husk only only obeying Galla’s order. It acts as a second caster till destroyed [which comes easy to physical attackers, less so for magic]

-King of Skeletons
Galla and her master focus and summon a giant skeleton to defend a point and ravage the battlefield around them. The beast can be augmented by elemental magics from Galla or her Allies as long as the extra person focuses on the spell.

-?????
????

-????????
?????
601661

:bishiesparklesl: Accepted by Thanny. :bishiesparklesr:
 
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Name: Iseult Mylis

Age: 25

Race: Dra'tul (Dark Elf)

Appearance:
601663

Personality: Calm and collected, outspoken, observant.

Biography: A Dra'tul from Cecidit the Kingdom of Eternal Night located near the center of the Northern Continent of Caligo in the World of Istrora. Daughter of Yantar and Faera Mylis of Den Mylis, and priestess of the Pale Mistress, the Goddess of Death. Born as part of Den Mylis Iseult was raised in the ways of stealth and spellcasting, both using The Spark as a source for her arcane abilities, the Spark allowed to possess the ability to manipulate time and space on the surroundings. She was meant to be raised to be part of the Ashen Guard, the bodyguards of the Royal Family, but instead choose the path of a priestess in the Nameless Peak, the temple to the Pale Mistress. With the passing of years her resemblance to the princess of Cecidit, Usamea Yinris of Den Yindis, allowed her to act as her body double at different points in time, mostly when going out in diplomatic journeys around the land of Caligo. These travels often put her in harm's way for her uncanny resemblace to the princess, which she accepted as a great honor to her and her den.

At some point in time, other kingdoms, fearing Cicidit's power over death and rebirth, found themselves attacking the ancient kingdom, starting a war that lasted for days. The Kingdom, unable to protect itself from the attack in multiple fronts, decided to use the power of the Spark to seal the city and all land around in a time loop, forcing everyone to relieve the same days over and over and over again. Before this happened Iseult was ordered to leave, disguised as the princess, she was quickly followed by soldiers of the different armies for many days until she and her bodyguards reached the Frozen Wastelands of the North, a wild land covered in snow and cold air, there she got separated from her group and lost conciousness for quite awhile, only to wake up in a cave along with one of the soldiers of the enemy's armies.

She decided to act as if she was just a young elf who was escaping from the horrors of the war so this strange Elf of Light could bring her to the closest city or town, she ended up in the Imperial City of Exire in an audience with the King and Queen themselves. One of the members of the Court harbored hate towards the Dra'tul and instead of giving her a chance to explain herself, he attacked, and was destroyed by the power of the Spark she commanded. The soldier who had found her asked the King and Queen to be her guardian since her previous ones had died in the Frozen Wastelands, and so she was allowed to live under the care of the Lady Ethiriel Ar-feiniel, Judge Magister and Leader of the Knight of the Round of the Northern Continent.

Attributes: Teleportation and Self-cloning

Abilities: Water/Ice, Lightning, Healing and Shield

Weapon: Daggers, Bow and arrows

Powerful Patron: Pale Mistress, Istrora's Goddess of Death - Blessing of the Fate Weaver: Once per world Iseult is allowed to pray to the Pale Mistress to grant the necessary amount (1 hp) back to her allies (herself and up to two more people) once they fall in combat, allowing them to be brought back to life once without the need of Elixirs or a Phoenix Feather. Can be used once per world, or once every 24 hours if the group stays for longer in a single world.

Signature Move: Spark Fragment - Tap into the endless potential of the Spark, an object said to contain the essence of the Creator, to be allowed to either see 5-10 seconds into the future or rewind 5-10 seconds into the past for the individual who has the connection with the Spark. Use is limited to only once per fight.

:bishiesparklesl: Accepted by Thanny. :bishiesparklesr:

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Name: Faloan Apateon

Age: Somewhere between 4000-5000 years old

Race: Green Dragon (human appearance by arcane means)

Appearance:
601690

Personality: Patient, observant, knowledgeable, fantastic liar, bold, fearless and sometimes blunt.

Biography: Faloan Apateon, Soul of the Desert Jewel, so called Princess of Arcadia, the Oasis of Knowledge. She is one of many dragons who were born and raised in the city of Arcadia, a city where dragons of many types live alongside other types of fey such as fairies, elves, shapeshifters, etc, those who are allowed to live or enter anyway. She has had a sense of pride for her city and her roots ever since she was born at the same time as her twin brother, Silnakin, and from a very early age she has taken the safety of the city and the lesser races as her duty. Ancient stories tell of the ancestors of the dragons, the Great Drakes, the Haspadr, the Lords of Earth, Sky and all Inbetween, those who were tasked by the Children Divine to protect the creations of the Gods, humans, elves, dwarves, and all the races that came after the first three, this only served to make her more proud of her heritage and her duty to protect the weak. Something in the many centuries in her life made her change that mentality, but she is a good liar, so she keeps up with appearances.

Passive Attributes: damage resistance+ (25% decrease to physical damage) and magic resistance+ (25% decrease to magic damage)

Active Abilities: Fire, Ice/Water, Earth, Air

Weapon: Sword and Spear

Powerful Patron: Kiriel, Istrora's God of Knowledge - Gives access to one active or passive power not in her possession for one fight. Can't be used again until the next day.

Signature Move: True Form - Faloan reverts back to her dragon form, giving her access to more potent forms of current active and passive abilities, sharp claws, augmented senses, magic and physical resistance. Will last for 1-2 posts before reverting back to humanoid form. Can be used once per battle. Outside of battle the transformation last a little longer.

:bishiesparklesl: Accepted by Thanny. :bishiesparklesr:
 
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Name: Isadora Malachite
Age (optional): 28
Race (optional): Elf
Appearance:
3ZhepTx.jpg

Personality: Caring, yet haughty and self-serving. Isadora is fiercely loyal to those that she holds dear to her heart, and will stand up for these individuals regardless of the cost.
Biography: Isadora Malachite is the only child of her parents, coming from a humble beginning in a frozen village from the Northern continent, Caligo, within the Sea of Clouds. She relocated to Arcana to start a new life, and there she found a job, companions, and the endearment of the king of Kilkis Seres. While their love is true and they wish to wed, such a union would be impossible between a peasant girl and a king. A marriage has already been arranged for him with a noble from a distant land, Kiren, which pleases neither of them. The king does not wish for Issi to go, but out of respect for the couple in addition to her new home, she volunteers to leave the scene. Now lost and holding a heart filled with sorrow, pain, and betrayal, Isadora seeks to find yet another home, perhaps proving to King Alexander as well as herself that she doesn't need him.
Passive Attributes: Self-cloning and invisibility
Active Abilities: Fire, Death/Unhealing, Shield, and Magic Aura
Weapon: Scythe imbued with flames, and Epee
Powerful Patron: Draws upon her bond with the eidolon, King Alexander, and is granted access to holy magic (light and healing) for a limited time (up to the discretion of the GM [GM here: the whole battle sounds fine in my eyes] ) per battle.
Signature Move: Ethereal Plane: masks herself in shadow to become invisible, only for her clones to take the forefront of the fight. In this time, Issi sneaks up on her victims from behind with a wide arc swing of her scythe.

:bishiesparklesl: Accepted by Thanny. :bishiesparklesr:

Name: Kolm Diarisso
Appearance:
d355ev2-e0e47cd5-16c5-4471-aa96-77e20d2c836a.jpg
( His left arm is frequently bandaged, though no one quite knows why.)

Personality: Unfriendliness is probably Kolm's most noteworthy trait. He is distrusting and oftentimes prefers to work alone. Kolm is honest and just, however, and strives to work with the law than against it. He would never do anyone an injustice if they were not deserving of it. There are few, however, that can crack the cold exterior and meet the softer version of him, though if anyone still alive can do this remains to be seen.
Biography: In his early twenties, Kolm has lived in at least three different countries, learned two languages fluently, and watched several clans die. He had been sold by his family at a young age, thinking that he were possessed due to his magical talents, to a shady operation that thieved, pilfered, and killed, and utilized his magic to do so. Kolm escaped when he was seventeen, and has been trying to make his own way into the world. While partially successful, the bandits still claim him as their slave, and thus he must remain on the run in hopes that they never reclaim him.
Attribute: heightened touch, and flight
Abilities: ice elemental magic x2*, healing, magic aura, dexterity/maneuverability up
Weapon: mace [GM here: one weapon is removed to augment ice magic, which is accepted]
Powerful Patron: Instead of calling upon a powerful patron, Kolm utilizes blood magic by sacrificing either his own or another's blood in order to augment his magical abilities.
Signature Move: Deep freeze – the ability to conjure ice in great intensity, temporarily freezing your opponents in place while, simultaneously, doing damage to them. While frozen, Kolm has the ability to heal himself in full (or nearly; I will defer to your judgment here).

:bishiesparklesl: Accepted by Thanny. :bishiesparklesr:
 
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Character Sheet:

Name:
Henry Marksis

Age (optional): 23

Race (optional): Human

Appearance:

05wMWSp.png

Personality: Henry's quite the noble character, he is respectful and charismatic to his allies and those near him, he has his moments of cockiness when he uses his powers but all in due control, he despises injustice and others stepping onto others, angering him is not something you wish to bring upon yourself.

Henry is fiercely loyal to those he seems as friends, protecting, standing up to, and assisting them all the way through whatever hardship comes along.

He has a distinct taste for a good fight, and always seeks an opportunity for a consequence free match, although he doesn't like to instigate fights. During serious combat is extremely focused and silent, his personality changing completely to fit the situation, he throws away any restraint over his power and goes all out, with absolutely no mercy to his enemies.

Biography: Henry was raised and brought up by a common peasant family, in a poor village. He was always a strange kid, with innate dark magic coming off of him like he was a source of it, he was always under close watch and care. During his teenage years he learned fencing, and basic swordsmanship from travelers that visited his village and the guards who lived there, even though with his dark magic he'd never fit in as a guard or find a reliable job, and he knew that. He wanted to be an adventurer for that reason.

However his life changed when his village was destroyed by the demon lord's army's campaign of conquest, he took up arms and tried to defend his village, to partial success with his destructive dark power, but he failed, most of his people killed, and the ones who survived, blamed him and shunned him because of his power. He set off to find the "Demon Realm Alliance", which aimed at stopping the Demon Lord's conquest. His main exploits were claiming the long forgotten sword, the Mercury Blade, and gaining the favor of four elemental spirits, who granted him elemental powers to combine with his dark ones.

Henry became a well renowned and respected warrior of the Alliance, quickly going up the ranks and earning several titles. But the most prominent and the one he liked the most was. "Elemental Vanguard"

Passive Abilities: Extreme Training (Balanced increase in Strength and Dexterity). Magic Aura*.

Abilities: Spellblade: Darkness** (Has innate darkness abilities, uses them in his swordsmanship but can be used outside of it) .

Elemental Spirit's blessings: Wind, Fire, Water and Earth. Control over the elements he has been gifted but using multiple at the same time drains mana faster.

Weapon: Sacrificing one weapon slot for an active element.

VS05uSl.png

A sword attuned to Henry's very spirit, handed down from his real father to him, the sword changes shape and color depending on the element channeling through it.

Signature Move:

Eclipse Form
: Henry unleashes his full darkness potential, disabling any and all elements in his command (So he uses only darkness). In this form Henry's strength, speed and magic aura are greatly boosted as well as he takes a different fighting stance, with a much more agile moveset Henry becomes a beast in the battlefield. As well as unlocking a further tier of spellblade techniques.

Duration for 3 posts, 8 hours of cooldown.

Can utilize an extremely powerful Dark based attack that expires the duration of the attack, best saved when the form is ending.


:bishiesparklesl: Graciously accepted by Thanny. :bishiesparklesr:
 
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Name: Hektor Van Maxwell

Age (optional): He is, in truth, 976 Years old, but has attained the physical age of 23

Race (optional): Human turned Time lord.
Appearance:

Hide contents
PZggqEf.png

Personality: A self appointed Gentleman and friend of everyone. A jolly and respectful individual, who enjoys his wisdom and shares it with everyone he meets, he has a strong respect for those with attitude, but does not think less of others who don't express theirs.

He has a strong moral compass, bolstered only by his travels through time and dealings with others.

Biography: The youngest son of the wealthy and respected Maxwell family, a family which prided itself in its refined fighting arts utilizing specialized Canes for combat, which were both surprisingly effective, and practical for use in everyday situations, plus no one ever expected someone wielding a cane to beat men with swords and other weapons.

Hektor was assigned to an academy which prided itself in raising heroes, and for a time, he found friends and other like minded individuals, with one goal in mind, make the world a better place, but tragedy struck before they graduated, in their graduation day, a betrayal most foul was acted by the acadmy's headmaster who not only laid them in a trap but also summoned a mighty demon to ravage the academy, this was not a tale of success or triumph, while Hektor managed to escape alive with few others, he still set off to do what his original goal was, but now with the addition of protecting the people, three months passed of pure struggles for survival and order as his family's estate, and his entire family were attacked and slaughtered, as were many others well known hero families. Hektor was distraught and depressed at the realization he was the only Maxwell left in a dying world.

Hektor then did the unthinkable...he sought out the gods who allowed this to happen and did nothing to stop it. In his quest he came in contact with many gods, and found out they did not act not due indifference, but because they had been beaten and cursed by the demon lord himself, Hektor never allowed despair to overtake him, always continuing a gentleman's mannerisms, but he had doubts about his quest.

The last god, the god of time, Hektor encountered him just as the Demon lord had struck the last blow to the god of time, but before the Demon lord could bind him to his command, Hektor struck, interrupting the Demon lord, alongside his allies.

However, as I've said before, this was not a tale of heroism and triumph, they all lacked power, and the demon lord was merciless, he slaughtered all of Hektor's friends and allies, and had stabbed Hektor through the gut, leaving him for dead in the remains of the time god's lair, Hektor bled out, but before he could truly die, the TIme god blessed him with a portion of his time powers. Causing Hektor to avoid death by reverting the damage dealt to him.

This granted Hektor valuable powers over time, able to distort and bend it to his will, with this newfound power Hektor set off, with the guidance of the god of time to undo what had happened three months prior, he went back in time, and struck down the headmaster who sought to betray them, ending his plans before they even began, however in doing so he brought the ire of the academy, even he with his untrained time powers could not last against so many, and he died a disgrace of a hero and a stain to the Maxwell's name. However one blessed by the god of time does not truly "die". They live on through an anomaly in time, venturing into the Well of Time and wandering aimlessly through timeless planes, awaiting their time to be called into action in the world's moment of need.


Attributes: A Gentleman's physiology (Enhanced Dexterity and Speed) Best foot forward ( Reduced effect and time of debuffs and willpower affecting attacks such as mind control)


Abilities:

  • Chronomancy: Time Freezer. (Hektor uses controlled time magic in order to freeze an enemy still in time for a few seconds. Leaving them vulnerable, upon killing a frozen enemy the enemy releases a distortion wave around it, damaging and slowing down nearby enemies.)

  • Chronomancy: Gift (A Buff spell Hektor can bestow on his allies, giving them immunity to his time distorting abilities to prevent friendly fire, and speeding up their movements and attacks, much like the Haste spell from Final fantasy games) (2 posts duration of buff time).

  • Chronomancy: Distortion (Hektor can cast a distortion spell around him, distorting time in an area around him, slowing down and damaging enemies with distorted reality when near him, , this does not affect allies bestowed with the Time's gift buff, in fact on contact with said allies it will create distortions around them as well, effectively buffing them with an AoE slowdown and damage field).

  • Sonata: Grace (Hektor concentrates his natural magic and uses it to buff himself and his allies. Grace effect bestows his allies with reduced mana usage in their magical attacks and abilities as well a small regeneration factor being bestowed upon them as well. Rougly 20% mana usage reduction and 1% Health recovery per second for an average ammount of time.) (3-4 posts duration).


Weapon:


98VKbcs.png



A Marvel of technical ingenuity, the Threaded cane is sheathed and looks like a regular wooden cane, but when unsheathed it reveals the razor sharp edges, in an otherwise blunt weapon, made of sharp and durable steel, the Cane's edges are all sharpened to be able to cut skin and bone alike. Effectively allowing it to be used as a Rapier with its lightweight build and thrusting and cutting power.

However the cane has an alternative mode that lets go of the several locks and connections within the Cane's interior, to release a whip-like form, bladed this time bladed and puncturing, able to attack from distances the cane could never reach and allow for immense crowd control potential.

Tool (Replacing a weapon slot): An enchanted monocle, which allows him to concentrate on an enemy, and analyze it for possible weaknesses, with a brief description of the enemy.

Powerful Patron: Chronos The God of Time.

Upon summoning Chronos, to which Hektor is subordinate to, Chronos will cut all active party member's cooldowns in half, as well as buffing them all with a permanent haste buff.


Signature Move:

Time Lord's World:
ZA WARUDO! Hektor pulls out the pocket watch he keeps in his posession at all times, mostly when he is casting time spells and just to check the time.

But the clock is able to allow him to cast "Time lord's world" Which effectively allows him to bend time to his will for a limited time of five seconds, he he can move and attack freely during the limited time, and any damage dealt to an enemy in this time stop stage is deal to them after it ends, or just to move out of the way of an attack or get someone out of danger. To those whom time is stopped it just appears Hektor just flash stepped and did something, much to their confusion when he moves them during the time stop, the person seamlessly moves and is not able to notice that they were moved because of the stopped time.

Duration: 1 post. Cooldown of 4 posts.

Time Lord's Curse (PVP only): Hektor uses his time controling powers differently on person to person engagements with friends, he pulls out his pocket watch and watches it for a second, if he managed to evade or block an attack while wearing his pocket watch, he will shatter the watch over the enemy, either by smashing it while dodging or by slamming onto the enemy's attack. This inflicts the opponent with a slowing debuff, that inflicts considerable slowdown to both agility and reflexes, as well as making them vulnerable for Hektor's other abilities.

This is dodgable, should the opponent be agile and quick enough to dodge out of the shattering blast's way.

Cooldown: Once per fight only.



:bishiesparklesl: Graciously accepted by Thanny. :bishiesparklesr:
 
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Character Sheet:

Name: Jerod "Jer" Montrachet

Age (optional): forgotten

Race (optional): Was human. Not sure anymore

Appearance:
General;
CuOgsSfWAAAx6ME.jpg


Scars;
d5342e40f458c2ed9f03f084b855da7d.png


Sunglasses;
611qR61ULtL._SR500,500_.jpg

Personality: Jerod’s years of service has taught him humility. He regrets his crimes and truly wishes to make amends. Most know him as a kind, easy going man. He enjoys the company of others, and will sometimes simply sit alone in a busy place to soak up the bustle around him. He is hopeful and likes to share it where he can. While it takes a lot to ruffle his feathers, some of his old malice and anger surfaces when pushed too far. He can be humorous, though a few hidden barns in his comments can be detected, if one is bright enough. Though generally level headed, Jerod has a blind spot when it comes to Lexa. His devotion to her is unquestioning, and he wouldn’t abandon her, even if he could leave his penance behind.

Biography: Jerod Montrachet and Alexandra Yoko were both born in privilege and power as heirs to prestigious families. They were brought together at a young age in the first steps of arranging a marriage. Despite some false starts, the two became friends and more as they grew up together. Spoiled by their parents, the duo wanted for nothing, but this bred boredom. The two wanted more. They began experimented with many vices, but soon were entranced by the arcane and occult. After years of collecting and using magical artifacts, Jerod and Alexandra found one that promised them the ultimate power: the Light of Creation. Stopping at nothing to posses this power, the duo went on a villainous quest across the world to collect what they needed. They even had a band of do-gooders try to stop them, which added to the fun. It was all a game until they reached their goal. In their attempt to seize the Light of Creation, they through their world into chaos, bringing destruction upon the people. While they managed to control the divine Light briefly, Jerod was badly burned and blinded by it, leaving Alexandra to be consumed by it. From the heroes’ point of view, the duo vanished into the Light of Creation, never to be seen again.
The truth was they had been taken by an ancient caretaker of the Light who sought Justice for their crimes. Tasked with spending an eon in the defense of others, the still rebellious Lexa was placed in sleep inside the more repentant Jerod. While Lexa dreams, Jerod is in his right mind, but when she awakes, he is a husk of himself. He knows little to nothing of what happens in this state, as Alexa in her slumber only gets dim glimpses of what is happening to Jerod in her dreams. Though she can remain outside Jerod for some time, she can’t leave him for too long without fading away to oblivion.^ They are properly aware of each other for only an instant when Alexandra is awakened, as part of their punishment.
For nearly longer than he can remember, Jerod has walked the world, helping others in small and big ways. He follows “the Call”, an extension of his senses that always led him where he was needed most. He has tried to let Lexa out as often as he can, but she has grown even more erratic and angry, from what he can glean from others. Though he has grown past the selfish child he was before, he fears she has not been given the chance.
Still following the Call, the duo find themselves entering Safe Haven.

<Powers Concept:> The central idea behind Jer's attributes and abilities is a form of spiritual connection to the world around him. Though physically blind, he can sense the ebb and flow of energy around him. This allows him uncanny reflexes, and a knack for hitting enemies in weak spots.

Attributes: Blind (permanent "status effect"), ESP*, status debuff immunity

Abilities: Piercing Weapon*, Shattering Weapon, Regeneration, dexterity/maneuverability up

Weapon:
91915_0a.jpg

220


Powerful Patron: None

Signature Move: Call on the Lady Of Light; Within Jerod sleeps Alexandra. When called she comes out as a spark of light before regaining human form. When Alexandra is not within him, Jerod is a mute automaton with a more monstrous appearance. There is still skill and purpose to him, but it is not fully him. The duo fight together in near perfect harmony, though Husk Jerod will act to prevent Lexa from harming innocents.
Husk Jerod;
ffxv__episode_ignis__sacrifice_by_darklitria-dbwqf4u.png



Character Sheet:

Name: Alexandra "Lexa" Yoko

Age (optional): forgotten

Race (optional): Once human

Appearance:
HEa0Lq4_d.jpg


Personality: While always forceful and stubborn, isolation and near constant dreaming has made Lexa a chaotic power storm. The only time she appears happy to be out is when there’s a fight. To her perception, no one sticks around, so forming connections is pointless. She is generally sarcastic and dismissive of others. She plots on how to escape this penance, but something holds her back. Her relationship with Jerod is...odd. She will often curse at Husk Jerod and actively avoids looking at him most of the time. Yet, in cases where he has been injured, she will grow frantic in trying to heal him, then beeline to whoever seems to have caused the harm for bloody vengeance. The few times she has been asked, she dismisses this as merely insuring her ride doesn’t leave her to fade away.^
What else has survived her long slumber remains to be seen...

Biography: (See Jerod’s)

<Powers Concept>: Within Alexandra is a spark of the Light of Creation. Though not even a fraction of the power that Light contains, it still provides her with formidable powers of light, including the ability to create solid objects from light. They require focus and concentration to manifest, and are not invincible. Most of the time, she uses them for flight, creating weapons (simple and complex), and creating shields.

Attributes: Flight and double speed

Abilities: Hard Light Constructs*x2, Light Magic*, shield*, and healing.

Weapon: None

Signature Move: WIP



^
this is a lie. One told by Lexa herself. The reality is that she could leave at anytime and go her own way to revel in her power, but that would leave Jer as a husk, to crumble and suffer alone. Though she would never admit it, Lexa would rather serve than leave Jer to that fate.

:bishiesparklesl: Accepted by Thanny. :bishiesparklesr:
 
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Failed to resist a third character.

Name: Orion Baelfire
Age (optional): 42
Race (optional): Human
Appearance:
91-1548712982-788091638.jpeg

Personality: Orion's greatest weakness is knowledge, and will put himself in difficult situations if only to learn something new (and assume he can make it out alive). He is friendly, to an extent, though he isn't particularly forthcoming when it comes to information about himself, and the stories about himself are often . . . varied among individuals. While he isn't malicious, trust is something that one should take with a grain of salt.
Biography: Heralding from a land filled with alchemy, Orion traversed his world in search of information as well as answers. He desired to learn the secrets of alchemy and alkahestry, in addition to the forbidden arts of immortality and the Elixir of Life. During his journeys and research, Orion had been present during an invasion within his new hometown, only to be rescued by individuals claiming to herald from "The Haven." The researcher became obsessed. What was the Haven, and why did they come? No information could be found about these individuals, regardless of how extensive he searched, though stories were found through those who'd encountered members of The Haven. In time, Orion found that there was only one true way that he could learn more: join the Haven himself. He began to seek out the attention of the Haven, getting involved in situations where a hero needed to be present. Through his concoctions of medicine and saving lives, in time he was indeed noticed, and feigned "surprise" when proffered the job. Few know of Orion's true intents and purposes of being in The Haven, though he is often found pouring over notes and discovering what he possibly can.
Passive Attributes: Mind reading, damage resistance+
Active Abilities: Strength up x2*, Dexterity/maneuverability up, regeneration*, shattering weapon
Weapon: Padded gloves (sacrificed one weapon for strength up)
Powerful Patron: Sacrificing powerful patron for strength up and regeneration bonus.
Signature Move: The Monk's Prayer: devoting an entire turn to prayer (no other actions can be performed and he is vulnerable during this time), Orion can focus purely on regeneration, to increase its current rate for more efficient healing. Or, if another player is within range, upon touch Orion can fixate his regeneration on them.

:bishiesparklesl: Accepted by Thanny. :bishiesparklesr:
 
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Name: Lucia Quinn, the Raging Tempest

Age: 26

Race: Human

Appearance: Standing at a rare 6 feet tall yet light for her weight, Lucia bears light blue eyes, a slightly stronger facial structure than average, below ear-length styled hair, red as the setting sun, a small nose and a toned, lightly muscular body built for agility. Her clothing consists of a combat outfit, lightly armoured, with the heaviest centered around her torso, flexible to allow for full movement, colours consisting of a mix of blue highlights, predominantly white for the rest of the armour plating, the flexible material is grey and black and she usually wears an environmentally sealed helmet of the same colours as her armoured sections, which is a little angular, pointed at the front for instance, with a small 'visor' of a similar shade of blue as before. Lucia also wears a cloak, going down to just above her feet and with a hood, the entire cloak is a very dark blue in colour, with an abstract tree pattern, leaves included, superimposed along the entire cloak, ending before the hood, in white.

Personality: Even outside of combat, Lucia prefers to remain focused, succinct and ever-ready, though she is not unwelcoming to those wishing to talk, as Lucia is always polite, attentive and as compassionate as she can. Some lessons she teaches are harsh, yet never is she cruel to those undeserving. With friends, she will loosen up just a little, but noticeably enough to enjoy their company and speak to them more casually. When fighting, Lucia is entirely focused on the fight, be it a 1v1 or one against many, she rarely speaks and never taunts, preferring to keep her guard up as much as she can, often switching between defensive and aggressive styles to keep her opponent, or opponents, guessing and on the fence.

Confidence follows her in abundance, for she strives to be the best in her field and has proved herself to be time and again, seeking any and all ways to perfect her technique and even increase her power and its potency to secure this position. This can both be a boon and a failing, for she straddles the line of healthy belief in her own abilities and overconfidence bordering on arrogance. This has yet to cost her a battle or anything more serious, but there is always a chance. Her general personality and approach to most situations means that Lucia rarely gets angry and has tempered most of her emotions, only leaving her pride unchecked in the pursuit of perfection.

History/Bio: Hailing from a distant, Mediterranean world, Lucia was initially raised by a loving family; Her mother, father and an older sister named Abigail Quinn. Their family was one of discipline, for their long-standing tradition was to teach their children combat skills, to provide the world with warriors and wise teachers for the future, be it for their children or others that come their way. It had been like this for five generations of the Quinn family and for Abigail and Lucia, it was no different, with Lucia studying the Staff of the Warrior and Abigail taking up the Maul of Ruin, the former mastering Arc-based Lightning and Abigail forging her own Maul in the Solar Flames. Both of them performed well in their duels against one another and in duties to their world once proven, yet even they could not stop what was to come.

In the night, an assassin from a rival family, the Flynn's, jealous of the Quinn's status for many years holding a grudge that had not diminished, broke into their home with the sole intent on murdering every single one of them, in order to make way for the Flynn's to take their "rightful" place in history. The sisters woke upon the sound of floorboard's creaking and engaged the assassin in combat, who bore mastery over the Void, as most Flynn's did, though which one he was they couldn't say, for he was masked. The Flynn's had attempted to make the Quinn's lives miserable for so long, yet no one anticipated such a rash, vile action. This didn't matter to Abigail or Lucia, who fended off the assassin rather well at first, but when the parents woke from the commotion, the Flynn Assassin hurled a dart at the mother, coated in a potent poison, sending the father into an irrational spiral of rage, which the assassin was quick to exploit, distracting the Sisters with an explosion and turning the father's weight against him, hurling him through a window via his own enraged charge.

This left the sisters alone with the experienced Flynn, who, in the middle of bragging, had his mask broken by Abigail's hammer, in an attempt to silence his taunts. All this resulted in was an angered Flynn unleashing his full power over the void in a massive explosion, obliterating their home, but the sisters were left with superficial wounds; Abigail had shielded Lucia and suffered more damage as a result, yet they were still alive. Taking advantage of the assassin's subsequent exhaustion, both sisters utterly brutalized him, mainly Abigail, but now they were left without a home and the rest of the Flynn family to contend with. Abigail swore revenge on the Flynn's, wanting to take the fight to them and kill them all, no matter the cost. Lucia's opposition to the plan came as a great surprise to her elder sister, who while initially angry, simply told Lucia to take her own path in that case and to never forget her, before disappearing into the night, her whereabouts still unknown to Lucia to this day.

In the years that followed, Lucia sought to perfect her skills, as to not allow such dirty play by the Flynn's to ever happen again and made her long way toward the Safe Haven she had heard much about in her travels as a Nomad, dispensing justice where it was needed, just as she was taught. Part of the reason why she wanted to go there was because she secretly hoped that Abigail had come to her senses and gone there at some point as well...but Lucia's hopes were in vain, yet her purpose still stood in her mind: Focus. Fight. Win.


Attribute: Double Speed and Heightened Senses as a result of her intense, lengthy training.

Abilities: Arc Lightning, Piercing Weapon, Regeneration and Magic Aura.

Weapon: Arc-Striding Staff - A bladed-staff forged from Arc Lightning itself, given a solid, physical form and imbued with the Arc, typically summoned in a flourishing twirl, flash of lightning and the sound of its power activating with an electrostatic buzz.

Powerful Patron: Raiden, God of Storms

Should Lucia make a connection to and summon the Lord Raiden, she will forsake her Staff, thus losing Piercing Weapon attribute, Signature Move and the weapon itself, but will float up off of the ground, her eyes will glow brilliantly blue entirely and her body will be wreathed in a fierce Lightning aura. Essentially changing form/stance, Lucia will opt for using only the power of her Arc Lightning via her fingers as channeled Lightning, the skies as bolts of Lightning and a constant electrostatic aura that boosts the speed of her allies at the cost of her own Double Speed.

Signature Move: Whirlwind Guard - While her Staff is summoned, Lucia can spin it in front of her, projecting a translucent field from the spinning force that can reflect projectiles thrown her way back at her opponent. This reflection is limited, as the strength of the field is depleted after many small projectiles like bullets, several medium projectiles like elemental orbs or a couple of powerful projectiles like someone's strongest move. She also cannot attack while spinning the staff and moves slowly as to keep focus.

:bishiesparklesl: Accepted by Thanny. :bishiesparklesr:
 
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Name: Gabriel Cross

Age (optional): 19

Race (optional): Human

Appearance:
605597 Gabriel's suit serves as an exoskeleton that enhances his physical abilities beyond that his frail body can handle, it offers protection, comfort, an onboard computer and heads up display for quick area and enemy analysis as well as keeping the party's vital signs and status in check, the suit applies medical aid automaticaly, closing up and suturing small wounds and keeping him alive through thick and thin, albeit it lacks protection it offers easy maneuvability and is very light.

The suit comes with a sassy Ai that causes more problems than it helps fix.

Personality: Shy, timid and meek. Gabriel's your run of the mill silent dude who appears to be serious and stoic when a situation demands, but when speaking to someone he is a big stutter and has very poor people and conversation skills, anyone who tries to approach him need to be careful as he is very reserved and will try to distant himself from others before accepting them. This is due to his mindset that thinks he isn't very much worth interacting with others and they shouldn't waste their time with them.

Gabriel is also mute, having lost his ability to speak from an early age. While he can speak telepathicaly, odds are he won't.

Biography: Born into poverty and misery, Gabriel Cross always strived to better the lives of himself and his family with his unique abilities, ever since a child he's had very high psychic potential as well as the uncanny ability to control and create machines with touch and thought. This ended up causing more harm than good as he was promptly taken from his family and put to work on military projects for The Empire.

With the promise his family would be provided for if he did his work, he threw himself into making military projects and machines to bolster the empire's power. And these projects played a large part in the massive power the empire now held in his world, his technological advancements were a sight to behold, bettering the lives of others and himself. But disaster struck as a rebellion was formed against the empire, and more budget and pressure was put on Gabriel to provide more military might in the ways of more technology. This took a toll on the Mechromancer's psyche as he could not keep up the quota by himself, even if he did have help with other engineers and close friends, the rebellion's attack was fast approaching.

And when the day came, they struck his lab first. And all he saw was a flash of red and then darkness...



Passive Attributes: Mind reading, Debuff Immunity (confusion, silence).


Active Abilities: Psychokinesis x4 (Psychic energy projection and telekinesis packed into one neat package). CODE: Jade Sin* (Summonable frame that assists and protects him in battle, spoiler below has more information).

Mechromancy* (The ability to create and control machines with his mind. He can use it to control machines, create new ones and even give them different characteristics like sentience).


Appearance: 605603

Abilities: Jade sin is a stealth and offense frame developed for combat alongside Gabriel, complementing his weaknesses by protecting and attacking the enemy and disabling them before they can pose a threat to them.

Jade sin is able to employ pink-ish hard light energy in order to create damaging blasts and weapons out of hard light, able to cloak herself and even self repair with time. She is very precise in her attacks and a very dangerous and agile opponent.

Personality: Having been given sentience by Gabriel to do as she pleases and decide for herself, Jade had decided to devote herself to his protection and his well being. Acting like a concerned sister or loved one and extremely clingy and jealous at times. She is rather giddy and ecstatic personality wise, always kind and cheery to everyone she meets.

She acts as a much needed moral support for Gabriel for when he most needs it.


Weapon: None for now (Sacrifice all for active abilities).


Powerful Patron: N/A. Unless there's a machine god somewhere.

Signature Move:

CODE: Eximus. (Giant rock-like mechanical beasts that almost never is shown in full, used for extremely powerful but slow attacks and explosive laser blasts. Only parts of itself portrude from the ground for necessary attacks, like a giant rock hand or its head and eye for extremely powerful explosive laser.)
(Cooldown of 20 minutes per strong attack, like an extra strong punch or power struggle with a giant creature, or the laser weapon).
(No cooldown for light attacks, like slams or hand swipes).


605604

:bishiesparklesl: Accepted by Thanny. :bishiesparklesr:
 
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Name: Overlord Rykoharr, Weaver of Shadows, Master of the Voidsent

Age: Immortal Soul, thousands of years old.

Race: Unknown, typically possesses Humans or other sentient races.

Gender: Male

Appearance: While he is a disembodied, immortal dark soul, in his realm, Overlord Rykoharr stands at 6 feet and 2 inches tall, wears a long black, hooded robe with intricate markings the chest, back and arms in varying shades of dark purple and grey, pauldron-like spiked additions to the shoulders of the coat to indicate his status as an Overlord, black gloves, the index and middle fingers along with the thumbs being adorned with metallic talons, leather boots and a crimson mask that covers from the forehead to just at the tip of the nose, leaving Rykoharr's mouth and below exposed. The mask style varies depending on the Overlord in question, but in Rykoharr's case, he wears a mask bearing the qualities and motifs of a demon.

While his true face is unknown save for his chin and mouth, to exist in the physical world, Rykoharr must take possession of a body, dead or living, though the latter must be weakened spiritually and mentally in order to be overwhelmed by his presence, while the dead require sufficient time and energy to revive and in some cases, rejuvenate to a more sufficient state, but this begins to occur the moment Rykoharr inhabits the body and soon after, it will rise, soon after it will don Rykoharr's cloak and mask, as the face of the vessel doesn't reflect him truly.

Personality: As an ageless soul, Rykoharr has much in the way of experience, with life and death accordingly, along with his mastery of the dark arts, all reflecting a learned man seemingly wise beyond the years of the faces he chooses, though if one were to visit his realm and remain sane, they would find a similar face from what they could see that wasn't hidden behind a crimson veil. He is a calculating, cunning sorcerer that always seeks results, does the job efficiently and almost never leaves survivors in combat but often when he does, it is intentional. Otherwise, he seeks to overwhelm his opponents with sheer, unrestrained power. Socially, Rykoharr can seem cold and oft times, his words are cryptic and vague, but on the flip side, he can be extremely clear when he wants to be, along with displaying something resembling empathy, but it's more of a morbid understanding and insatiable curiosity, bordering on megalomania. Thankfully, such exercises of power are kept solely in the direction of an opposing force and while he makes an unusual, seemingly ally, he portrays an ally nonetheless.

Truly, the reason why he would be valued by his comrades outside of his realm, if not for his social prowess, is his sheer understanding of dark arts, sorcery, darkness, beings from the void such as his own Voidsent, anything in that line of work, Rykoharr is the expert in question and will gladly divulge all you could ever want to know about it, especially if it's vital that others know.

Biography: Hailing from his own Sect of Dark Sorcerers like himself, often referred to by a great many names, ranging from "Shades", "Reapers", "Paragons", "Ascians", etc, Rykoharr is a long-lived man who has ventured to the physical realm of mortals multiple times, always in various vessels to accommodate his soul and strength throughout the ages, yet despite his dark robes, seemingly malicious aura and abyssal powers, often Rykoharr comes seeking further knowledge, interactions with powerful warriors, mages and other such beings and occasionally, fighting for a cause deemed worthy by his clan. He and his brethren however are unlike others of their ilk, with many sects of "Ascians" lining the depths of the dark realm they hail from, most of them in service to a great shadowy deity, worshiped as "the one true God" by many sects and as such, often commit malicious acts and seek to swallow other realms into Darkness too. Rykoharr's sect separates themselves from the others by acting differently from the get-go, often being more open, bearing different insignia upon their robes and usually sending their polite, white-robed emissary ahead of time to inform important figures of their arrival, instead of subterfuge.

Even to this day however, no one can truly claim to know the intents of Rykoharr's Ascians, nor can they afford to let their defenses down completely around such unsettling beings when others Sects more brazen, malicious or more devious, can arrive at any moment and often, they don't even knock. And even when they do, it's only to make...a deal. Even some of the proposals by his Sect are questionable and murky in their nature or whom they are truly in service to. Caution must be exercised around his kind, regardless of their insignia or creed.

Passive Attributes: Flight/Hovering and Magic Resistance+

Active Abilities: Dark Sorcery x4* (Ancient dark powers, capable of a great many things and will be able to do more as time goes on. For now, it is dark energy projection, shadow manipulation, teleportation and sigil-based magicks.) Meksis, Knight of the Nether* (Summonable armoured voidsent ally that assists and protects Rykoharr in battle, see the spoiler for more information.)

Often, whenever Rykoharr activates his powers, a large, red insignia will appear ahead of his mask. These symbols are often various geometric shapes, or mystic symbols. Rykoharr's is a heavily stylized and accentuated Omega symbol.

Appearance:
0bnQxlJ.jpg


Abilities: Meksis is a powerful, offensive voidsent Knight that covers for Rykoharr's physical disadvantages, protecting him where need be and aggressively subduing their opponents without mercy or a shred of hesitation.

Meksis is able to summon a great deal of weapons from the Nether, but typically uses a large shield and greatsword in tandem, though even the shield can be used offensively, along with Meksis himself being able to channel the Darkness and while not as proficient as Rykoharr, he typically uses it to enhance his attacks or stun foes, but possesses limited sorcery, mostly just bursts of energy and projectiles.

Personality: Befitting of a Dark Knight, Meksis is stalwart, fearless and persistent to the bone(?), and while his master possesses megalomaniacal tendencies, Rykoharr saw fit to grant Meksis free will, as he found more independent Voidsent are typically more effective in battle and as his right hand. He is extremely loyal to Rykoharr, but will offer advice or even question his master when the need arises, offering the allies of Rykoharr the same courtesy, as well as, well, courtesy and politeness, being friendly to said people on many an occasion.

Dark Knights are seen as pillars of strength in their realm, thus Meksis will always act as one to his allies. This selfless tendency can put him at odds with Rykoharr from time to time, but ultimately, the Ascian is his summoner and commander.


Weapon: N/A, at least, in the physical, always on hand weaponry. (Sacrificed for Active Powers)

Powerful Patron: Though the Ascians all subscribe to the same faith, Rykoharr does not call upon the power of their deity directly, preferring to rely on his own might.

Signature Move: Endless Darkness - After a significant power-up, Rykoharr will barrage a powerful opponent, or many weaker ones with a veritable maelstrom of dark sorcery ceaselessly, his Ascian Emblem glowing ferociously as he does so, before he finishes off with a large, void-based explosion that will eviscerate all that are left standing from the initial barrage. After the attack concludes, all of Rykoharr's allies will receive a Shadow Boon, which increases their magical potency for a few posts.

The power of this attack necessitates a long cooldown afterward, meaning it is seldom seen more than once per battle.

Theme:

:bishiesparklesl: Accepted by Baxter, king of the " =D " face :bishiesparklesr:
 
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Name: Archer Stone, The Relentless

Age: 32

Race: Augmented Human

Gender: Male

Appearance: Standing at 6 feet, 3 inches tall and weighing 287 pounds, Archer possesses a strong build, toned and muscular, born of a healthy workout routine and his great power combined, with a fairly strong jawline, small scars on his cheekbones, a goatee, thick black hair that doesn't go below his ears, a small-medium sized nose and dark green eyes. Archer usually wears a full suit of dark, metallic armour, which functions as an exosuit with its respirator and heads-up display integrated into its fully head covering helmet. The suit is intricate in design, bears small shoulder pads, a large, flowing black cape and is capable of either making parts of the helmet transparent to allow for face-to-face conversation or for the helmet to retract into the suit entirely, respirator and all, to completely expose Archer's countenance, which is usually what he does anyway. Beyond this, it serves as protection, but also a restraint, for Archer's powers are still unstable and in order to minimize damage dealt to his surroundings and allies, he usually keeps most of the suit on.

In the event he ever decides to vacate the suit, Archer is wearing a full-body black undersuit, leaving only his head, neck and hands exposed. It is formed to his body and durable, meant to withstand shocks dealt to the exosuit and minor environmental conditions. This undersuit also bears the Symbol of House Stone, Archer's Family Name, upon the chest area.

Personality: Contrary to his desire to keep himself restrained, Archer is an outspoken, passionate and fiercely dedicated man, never hesitating to speak up when the occasion calls for it, being the first to speak out in defense of his allies or a world, or the one who talks down to an enemy that is beyond negotiation harshly and without mercy, before doing the next best thing: Taking action, which is generally what he does if he says nothing. Either Archer will speak out, or he will act out, he never stands aside and does nothing when he knows full well he has the power to do so, taking responsibility of a situation in an instant, yet is never one to shy away from help from others should he find need of it. An occasional snarker, Archer also freely engages in friendly banter with his allies and friends, valuing those he forges bonds with greatly and those closest to him are seen as family, meaning he will go above and beyond the call of duty for them. Well beyond.

Biography: At a young age, Archer always held potential for strange powers and during that period, they were hard to manage, let alone control. His senses were the first to be expanded, at age 6, leading to an immediate sensory overload, causing him to hear sounds clearly and loudly from many, many miles away and all at once, while his vision pierced flesh and walls, allowing him to see greater distances and what lay within, such as bone or foundation, all at the same time and intermittently shifting wildly. It was sheer agony, forcing Archer to retreat to his school's Isolation/Detention room in a fit of desperation. It was an old section of the building, with thick walls lined with lead, which only partially dulled his hearing but completely prevented him from seeing through the building and to the world beyond, allowing him to finally calm down, at least for a time. But even at his age, he knew he couldn't hide forever. If this wasn't a one-off fluke, Archer would have to learn to live with and control these powers...and so he tried. On his own, it was damn near unfeasible, for Archer's tolerance for pain at the time was low, as he was a child wrestling with his screaming senses.

It was only when he was approached by his science teacher, namely, his father, when he was able to learn an important lesson in how to calm down his senses. Right off the bat, his father, William, told his son to focus on his voice and only his voice, as much as he could, repeatedly, to keep it constant, until Archer was able to do as he said, speaking encouragingly until at last, at least for a time, the sirens fifty miles away were silenced and he could no longer see his father's skull. From then on, William Archer would teach his son how to explore these powers, warning him of potential future effects, but most importantly, how to keep his senses focused indefinitely, so he could truly make use of his enhanced hearing and vision, though his X-Ray vision had to be ignored entirely, as it kept causing his senses to flare up too much. For the next 12 years, his father's words and teachings would both serve to hone his abilities and inspire Archer to pursue a greater life, by first enlisting in the Army at 18. Archer would serve for five years until he was approached by government agents, seeking to recruit him for an initiative after first noticing his sheer potential above the other recruits, but wanting to wait until he had settled into military life first before recruiting him for their new agency.

There, he would meet other gifted individuals, all with their own powers, typically having done some military, police or other service in their lives and for the following years of his life thus far, he would serve alongside them, being assigned as Captain of the 1st Relentless Contingent, an elite force of super-powered warriors who would fight to protect the world from other powerful, yet nefarious forces, never stopping, never yielding and never giving any quarter to those who would threaten humanity. Having fought alongside his allies since he was 23, Archer was dedicated to them and their cause, by pursuing any means necessary to destroy any threat to their country and the world in the worst cases, but after his 32nd birthday and the 9 year anniversary of the 1st Relentless Contingent, Archer would suffer a strange, yet disquieting fate at the hands of a particularly notorious masked Arcanist.

This Arcanist utilized a Tome of Arcane Magics as the source of his power, unlike most of his practice who have their own power, he simply drew it from his book, all the while growing envious of Archer and his kin over the years, finally he formulated a plan to truly claim his own power. After stealing some blood from every member of the Contingent in a previous mission and a raid on their base, the Arcanist known as Darius had created a serum using alchemy and Arcane Sorcery that, when absorbed into the skin, would grant even the most feeble and powerless the strength and power of those of the Contingent. While his teammates handled the Arcanist's minions, Archer confronted Darius personally in his laboratory, where he would at last remove his mask, revealing himself as Darius to Archer, a name that rang familiar when he heard rumors of the Arcanist's identity, but seeing his scarred face confirmed it all: He was his first and oldest friend from school, who was constantly bullied and harassed by bigger kids, who felt forgotten by Archer when he ascended to glory, while Darius was left behind to mourn his lack of strength in any aspect, which slowly drove him mad, causing him and his twisted, delirious mind to formulate the beginnings of this plan many years ago.

Before a fight could ensue, Darius trapped Archer in a Geometric Arcane Trap and smashed open the large tanker of the serum, bathing in its contained might. To hurry the effect along however, Darius spoke an incantation from his Tome, which would affect both him and Archer, but not at all in the way either could predict. It shattered Archer's trap in the ensuing blast of power, scrambling both Darius and Archer's power, but would also increase them greatly. Before Darius could act any further, Archer destroyed his tome to bring him down to his level and the resulting battle was utter bedlam, their powers randomly shifting between all kinds of forms, some that not even the Contingent possessed as a whole, ultimately leading to a clash of unstable energies that completely ripped apart the laboratory, the building...and the entire 1st Relentless Contingent in one swift stroke.

In a moment of sheer grief, rage and shock after what had just happened settled in, Archer completely forgot his objective of apprehending Darius in a moment of temporary insanity, instead opting to kill him in a brutal fashion, practically leaving nothing left of his old friend's body before his senses returned to him. For at least 2 hours, Archer knelt in the ruins of the surrounding area, at first screaming to the heavens, but later would silently mourn the loss of his Contingent and the unfortunate Darius. Search and Rescue found him and he was debriefed by his CO. The 1st Contingent was posthumously awarded Medals of Honor, as was Archer, for adhering to the Relentless Contingent's Code to the letter, even offering him leadership of the newly formed 2nd Relentless Contingent and bestowing the prestigious title of "The Relentless" to him for his efforts in putting a stop to Darius. Archer acknowledged there was no shortage of metahumans and declined the offer, instead resigning, donning his restraining suit of armour and taking to wandering the world alone.

His wanderings have now taken him to The Safe Haven...perhaps here, he would once more be able to make a difference, without needing to be reminded of all the lives lost on that horrific day constantly, by the new faces of the 2nd Contingent, all smiling in naivety, with no idea what would await them or if such a thing would happen to them.

Passive Attributes: Damage Resistance+ and High Jump (Able to leap bounds across long distances, which can develop into flying later, if chosen. Before the power scramble, Archer was able to fly.)

Active Abilities: Strength Up*, Heat-Based Powers x2* (Heat Vision and Heat Channeling, which allows him to focus heat into his punches, these will technically pop up unexpectedly for Archer during his first fight.), Arcane Potential (The arcane-based power-up/infusion has left a mark on his internal Aether, allowing him to use the Arcane, as if fate is further sneering at Darius.)

Weapon: N/A, fights with hand-to-hand combat and his powers.

Powerful Patron: N/A.

Signature Move: Metabolic Wanderlust - A passive affliction resulting from the incident that scrambled his powers. It is the very reason why Archer is slowly gaining new powers, but is also a source of instability and vulnerability. If Archer's senses are ever scrambled, or he is electrocuted, or anything that overstimulates his body, his powers will go haywire and he will temporarily gain new, random powers for the duration of the breakdown that lasts a few posts. The passive effects of this are a gift, while the active effect is often a curse and the reason why his comrades perished on the fateful day.

Theme:

(For clarification on the new powers thing, it's just an explanation for any additional Active or Passive Powers gained throughout the course of the RP.)

:bishiesparklesl: Accepted by Thanny upon posting. :bishiesparklesr:
 
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Name: Elke Rothschild
Age (optional): 18
Race (optional): Human
Appearance:

IMG_8687.jpeg

Personality: Emotionally Guided, Dedicated, Fearful of Beastial Monsters.

Biography: Born into the hunting trade of the Rothschild family, Elke learned her way around the sword. Her father always told her that a warrior should always have a way out of any situation. Her family always traveled with other families in such trade. Always a well protected caravan. From there she learned from the other families. Fighting and survival were priorities. However one day, something went wrong as the sound of malicious howling filling the cold night air. Several flashes of red went through her eyes that night before she awoke on the floor of the Haven. A large gash now only scars across her back.

Passive Attributes:
Heightened Smell x2
Heightened Hearing
Beast Mark


Active Abilities:
Strength Up x3**

Weapon: Broadsword

Powerful Patron: NA

Signature Move:
The Mark of the Beast
-The scars on her back flare up activing the diseased blood in Tier’s body. Her strength triples in this state but her attacks are far more choreographed.

Beastial Claw
-A powerful swing that cuts the air infront of the user. It entends the range of the users attack minutely


Back Claw
-Using the flat of the blade the user swings the blade to strike a target behind them. This effect has a short stun.

Dust Burst
- A powerful swing that kicks up a small dust cloud blinding all within for a short moment.

Theme
 
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Public Announcement from the Host: The Haven is now closed until further notice. Thank you for the entertainment and storytelling, all, *bows*. It was a blast while it lasted.
 

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