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  • 8d7f98510537bcc489ee5634059c7222.jpg
    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.

 
Cinder

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Species: Cat-kin

Age & Gender: 317 Year Old Female

World of Origin: Cat-gemm (previously named Maithgemm)

Occupation: Elder Sage and Advisor of Rulers
Personality: Cinder is generally aloof, easily bored and just as easily entertained by the smallest of things. Due to her age, she can appear rather stiff and mature compared to the other people in her species. She outlasted her whole family and watched rulers rise and fall. Due to her increased sense of compassion, she cannot bear being around cat-folk for too long, given their generally cruel nature. Even if she’s half-cat, she believes all life is precious and does not condone unnecessary violence. This diametric clash of personalities led her to isolate herself from the villages and live a secluded life in the forest, where she enjoys being part of nature and meditating. She only comes forth when she is needed by her people.

Backstory: In her youth, Cinder was just one of many twins in her litter, followed by more generations of siblings. As her parents were simple half-cats, they did not bother with surnames, and even first names were more of a formality, since they recognized each other by scent and appearance alone. Half-cats would usually be bestowed a name as an honor due to their heroic deeds, excellent leadership or good fighting skills. After entering and winning the ritualistic Pigeon Race ten times in a row, the Cat Queen of the time bestowed her with this name because of her gray-black fur when she shifted into complete cat form. However, this was not the only benefit she gained from her winning, as the Cat Moon goddess extended her life span by a century for every win (the actual reward of the ritual itself).
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World backstory: Nearly a thousand years ago, Maithgemm was populated by numerous species, each with their governing god or goddess. Each of the species was half-human, mixed with a sort of half-animal. They lived in relative peace, without any wars ever having been documented. However, the cat-folk, in its *playful* mischief ended up slaughtering many others just for the thrill of the hunt, unaware of the consequences and finding it simply amusing. After centuries of oppression, the other half-animals decided to ally themselves against the cat-folk, announcing a war in case they did not stop their cruel behavior. The Cat King of the time saw this as a great offense to his pride, and a challenge at the same time, and began offering blood sacrifices to the Cat Moon goddess whenever he defeated one of the enemy kin. The sacrificed would always be the chieftain of the opposing army, and thus the Cat Moon goddess grew stronger by absorbing power through the blood of the fallen enemies.

During this time, they developed several rituals of worship, which today are mostly held as tradition, or even celebrated as festivals (e.g. the Pigeon Race). Based on the outcome of the ritual, the Cat Moon goddess would bestow more power upon the cat-folk. The cruel practices got lost over time, only for the “amusing” ones to be remembered. Others such traditions include the Feather Gathering, the Tug-of-Rope and the Claw Sharpening holiday.

This game of cat and mouse continued until cat-folk remained the only surviving kin. Once the Cat Moon goddess announced they have won the war, they decided to rename the world into Cat-gemm, and lived by their own strict rules and laws.


Likes / Dislikes
Pigeons / Pigeons
Feathers / Water (rain and snow included)
Cat toys / Vacuum cleaners
Fish / Dogs
Ear scratching / Tummy scratching
Sleeping / Loud sounds
Lying in the sun / Being smothered

Active Skills
  • Nine Lives: When in dire situations that could lead to death, Cinder can activate her Nine Lives skill which allows her to survive nine deathly attacks. The lives she loses end up shortening her lifespan and once the skill is deactivated, she falls into deep slumber for possibly weeks, depending on the damage. If all lives are used up, Cinder will eventually pass away.
  • Kitten Eyes: Although she does not use this skill, it is prominent in the cat-folk, particularly popular with the younger kittens. It only works on beings which generally have a warm heart that can be swayed. Thus, if the skill is activated she can persuade people into doing things for her that they otherwise wouldn’t be willing to.
  • Shape Shifting: This is a power that all cat-kin has. Their natural shape is the one of a human with cat ears and multiple tails (the number of tails indicate the number of centuries a cat has lived). Shape shifting can be done to full-cat form, or to full-human form.
  • Fur Ball Attack: Specific to Cinder’s fighting style, this is an attack that launches a lot of fur at the enemy. Depending on the way she intends to use it, it can go as far as bury someone in fur, or create a projectile-like object that can move at incredible speed.
  • Self-Healing Purr: Once out of combat, Cinder can purr to herself and heal her wounds if she is still conscious. This will fasten the healing process and soothe her. A scratch could heal within a minute, for instance, while a deeper wound would need half an hour to an hour.

Passive Skills
  • Nighttime Power Evocation: Being half-cat, during the day, Cinder is mostly inactive, usually sleeping or just being lazy. Nighttime enhances her cat-like abilities, both by natural instinct and through the help of the Cat Moon goddess. She can jump through trees at incredible speed, fight without limitations, see far off into the distance with clear precision, no matter the amount of light. Her hearing is also heightened to the extent she can hear the breathing of her enemies from a significant distance, and if she is very still and focused, she can assess how many creatures are in a certain area. She has an incredible boost of energy that allows her to fight longer than most enemies and her reflexes are also heightened.
  • Empath: Specific to all cat-kin, Cinder however developed this skill even further, to the point she can sense someone’s distress fairly easily, be it physical or emotional. She cannot pinpoint the cause, but she can feel things that are similar to what the other person is experiencing (this does not also cause her extra distress, unless she is attached to the individual).
  • Visions: From a young age, Cinder had visions that would usually foresee terrible events. At first, nobody believed her, but once they saw the things she said coming to fruition, they started listening more and realizing she had a unique gift. Through centuries of meditation and isolation from the other cats, Cinder has become able to use those visions even as far as to predict the very next seconds. It is a very useful skill in combat, when she can see any deathly blows before they take place, or predict someone’s actions. However, this skill still needs polishing to be entirely perfected.
  • Animal Communication: Specific to all cat-kin, Cinder can communicate with normal fauna and other creatures that cannot normally speak (e.g. dragons). She has developed this skill to the point it became rather soothing for the other, easily gaining the trust of the interlocutor.

Skills: Being a good orator, a good judge of character, a great advisor with the best of strategies, Cinder has made a name for herself in Cat-gemm as a Sage. In her first century of life she had watched rulers rise and fall, which gave her a clearer view on what makes a good leader, and how to support one. She is a pacifist, but is able to hide it from those who oppose her beliefs. If truly needed, she will fight to the death to protect her kind. She is very good at gathering information, either using her Animal Communication skill or gaining the trust of the other cat-folk she encounters.

Fighting style: Cinder developed a fighting style similar to the ones of big cats in the wild. Going for the throat, pouncing, dodging, defending are just a few. She has quick reflexes, she prefers slicing an opponent’s hamstrings with her claws rather than killing them, but if necessary she will ambush and kill painlessly within seconds. If in direct combat, Cinder will shape shift often to evade attacks by becoming a small cat. Stealth is one of her specialties. At the same time, she can squeeze through the tightest of spots, either to escape from a dangerous situation or to find shortcuts when chasing an enemy.

Items:

  • Catnip: This has a similar effect to steroids on humans.
  • Valerian root: Potent healing effect.
  • Magical poisonous daggers: while she is in her natural form (half-human, half-cat), the daggers are normal dual wielded weapons. On one side, they have the consistency of a nail file to help her sharpen her claws. In cat form, they turn into a single weapon she can carry in her mouth.
  • Smoke bombs: Used to escape from dire situations, usually combined with shifting in cat form.
  • Tail Rings: Each of her tail has a ring that symbolizes the respect she has gained over her life.
  • Cat Luring Whistles: She can lure the normal cats within a 1km radius. She often uses this either to gain information through Animal Communication, or to sic them on enemies and distract them to escape.
 

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