Honor Circle Returns! (OOC) - Open

Started by Boog, November 02, 2007, 07:14:13 PM

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Boog

http://clockworkmansion.com/forum/index.php/topic,2203.0.html-- The original Honor Circle's OOC thread, to give people a better idea of what it's all about.

I asked TGR if he minded me bringing back his old Honor Circle RP, and got the OK. Everyone's favorite interdimensional fight club is once again open for business! Or at least it is once I post up the IC thread. *grins*
Now then, for those showing up for the first time, allow me to explain the rules. The Honor Circle takes place in an establishment that fits into nobodies world in particular. There's the inside of the building, which contains a medical ward, a bar, sleeping quarters, and the ever-mysterious administrative office. Then there's the outside, where you have the two circles. These circles are for dueling in, the area within them altering depending on the rules set by the players. Any character can be challenged to a duel, and the one who accepts the other's challenge sets the rules for the fight (although I'll veto any "Rule one: I win" nonsense). The fights are one on one. Who wins is pretty much a decision made by the writers on a "common sense" basis; if you know your character wouldn't be able to take any more punishment, act accordingly. Any issues over that can be discussed in the OOC thread. Anyone who wants to join in just has to fill out a certain form with the character's information:

Name:
Nickname(s):
Age:
Species:
Family and Association(s):
Place of Origin:

Physical Description:

Dueling info (combat strengths, weaknesses, weaponry, etc.)

Personality:

History:


Some of these rules may be subject to change as the RP goes on, we'll see. Now then, ladies and germs, let the games begin!

Active Players:
Keaton the Black Jackal;
-Keaton the Black Jackal
-Piix Raiyn Daei'Lunn
-Dekuyaketh
-Katherine Beatrix Imenwati-Jyraneth, Xianxi
Stygian;
-Sebastian Hart
-S.A.H.L.EN.A
-Andrea Muniz
Cogidubnus;
-Cogidubnus Mithlome, Laertes Melanthious, Giles Monterrey
-Linos Maurits
Black_Angel;
-Sylvia Hyacinth Dahl
-Danielle Adrienne Sanders
Boogeyman;
-Siolen
-The Storybook, The Boogeyman
-Richard Trochoufski, Marya Zyrlomi
techmaster-glitch;
-Mechangel
-Karazkt
Paladin Sheppard;
-Paladin Sheppard
Tipod;
-Bartholomew Thompson
llearch n'n'daCorna;
-William Ifnirg the Third

Inactive Players:
Xeksue;
-R. Johnson
Tezkat;
-Tezkat Kh'rono
TheGreyRonin;
-The Queen
-Norg
-Mariska Callan
lucas marcone;
-Ian Abernathy
SpottedKitty;
-Brinald fa Dioragh ni Dionn
Mel Dragonkitty;
-P. Melodie Icewing
Ink;
-Alex M. Keys



Kudos to Tech on bothering to make a character index, I appreciate it.

Sunblink

#1
Count. Me. In. >:3

Name: Keaton the Black Jackal
Nickname(s): Keats, KBJ, Keaton the Queen Bitch, Miss Jyraneth, various unmentionable epithets
Age: 519
Species: Black-backed jackal Succubus
Family and Association(s): All immediate family unknown. Is affiliated with the barbaric Cubi clan, Jyraneth Clan, but it has been chiseled away to near-extinction; was formerly allied with the Jyraneth Raiders, a vicious troop of murderers
Place of Origin: Furrae; Harla'Keth – Haven of the Jyraneth

Physical Description (partially taken from the first Honor Circle RP): "The anthropomorphic jackal was reasonably young, perhaps around the age of twenty, and athletic, surprisingly confident in how she carried herself for her size of five-foot-two. Her hair color was plain enough, a shaggy dirty blonde, and her eyes chocolate brown—although one of them was considerably duller than the other—from behind the oddly mismatched lenses of her glasses, but everything else that topped the girl off was wildly abnormal.

Curling outlines of sable-splotched, abstract markings branched along her body from head to toe, forming a rigid mask of crescents and jagged streaks along her face, vines hiking up her arms and the tapering points of her elongated ears, streaks down her vulpine tail, and webs on her bare, clawed feet. A bizarre, vaguely '7'-shaped marking was engraved on her right shoulder, underlined by tribalesque, flowing scars of equal depth. Both had been somehow drenched in ink even darker than the shade the girl's markings were in, same with a thick scar around her left eye. The rest of her fur unmarred by the shadowy tattoos was a vibrant shade of saffron-yellow, sharply contrasting the darkness sloping along the jackal-woman's body. Creamy yellow of a lighter shade coated her muzzle, chest, and the underside of her tail, occasionally overlapped by the coattails of her gnarled markings."


Although she prefers to keep them hidden, Keaton's head and back-wings both possess the same, elaborate markings, spreading along the muscles, outer membrane, and up the sets of two-fingered claws on the upper joints of the 'forearms,' like spidering waves. The inner membranes of her wings are of the same cream color as her stomach and muzzle. Keaton's clan marking, which is emblazoned in white, is located on her right hip, identical to the brand on her shoulder. Her glasses are outrageously mismatched, as the right lens resembles a half moon, and the other an enormous oval filled with abstract patterns of stained glass. Keaton has the ability to fuse them into her body while shape-shifting, but in this state, her glasses do not provide as excellent vision as they would in their tangible form. For this RP, Keaton has replaced her glasses with a pair of contact lenses, as they are too cumbersome for a strictly fighting-based RP.

Dueling Info
Strengths:
When it comes to dark-oriented magic and fighting in shadowed enclosures, Keaton is a force to be reckoned with. Having spent over five hundred years of her life training and accomplishing virtually countless, improvisational Dark-based magic spells, she has plenty of experience on her shoulders. Capable of using the shadows around her to manipulate for her convenience, Keaton can orchestrate darkness in ways limited only by her imagination, from enveloping herself with them to disappearing within the shadows she controls. Keep in mind that whenever Keaton is enveloped in shadows, this provides a strange form of defense for her by muffling blows, reducing bleeding, and sometimes 'bandaging' wounds so to stifle any escaping blood. Senses are also magnified, so that way she can detect creeping forms in the shadows, or other uses of dark-oriented magic. Because of these advantages, Keaton almost always uses this demented 'armor.' If she permeates her blood with darkness, she can manipulate it, and sometimes use it to burn others who have gotten her blood on their body.

Being a Succubus, Keaton is highly prone to metamorphosis, and can twist her body into whatever shape she desires, utilizing a multitude of tentacles in battle. Keaton can use her mace, Catastrophe, as an aid for harnessing dark magic, wielding it like a baton despite its barbaric nature. Outside of this she is considerably powerful at unarmed combat, having developed a nearly insane amount of flexibility, augmented by her speed and double-jointed limbs. Keaton is ambidextrous.

Weaknesses: Since Keaton's abilities hover towards the darker side of the magical spectrum, it is no surprise that her weaknesses lie in Light-oriented magic, and the presence of it. Keaton's normally innate subterfuge ability can only be used crafting the shadows surrounding her, hence reducing this ability useless if she is placed in an area with an absence of darkness. Further exacerbating her weaknesses is the fact that she has utterly neglected this magical element and numerous others, hence allowing her vulnerability to light fester. Regardless, these weaknesses are not Keaton's foremost vulnerabilities. First and foremost are her emotional instability and her dependence on violence. Rage leads to devastation and devastation leads to someone being killed with Keaton, and considering how easily provoked she is, this happens quite frequently, and can often lead to her weaknesses exposed.

Weaponry: Aside from the menagerie of darkness-oriented spells and shadow manipulation at her improvisational disposal, Keaton's solitary weapon is her beloved Morningstar mace, Catastrophe. It is intricately designed, from the spiked globe crowning the handle, to the long, elaborately engraved hilt. The same symbol that is carved on Keaton's shoulder and emblazoned on her hip is etched just beneath the club's head in pure white. The spikes covering Catastrophe's clubbed head all coalesce from sable to alabaster, the tips of the spikes and the symbol providing the only light on its otherwise utterly black body. Despite being almost Keaton's height and considerably weighty in appearance, she is able to wield it effortlessly due to the number of weightlessness charms bewitching the weapon. The spells only affect the weapon when it is in her grasp, so it still inflicts a great deal of damage when swung at others, and cannot be lifted by anyone else.

Personality: Simply said, Keaton is either a product of her upbringing and the trials of her history or the result of her self-inflicted deterioration. She embodies the majority of the sour misconceptions that have been created about the Cubi race, not to mention the habitual tendencies and stereotypes of her Clan, although this is more than frequently unintentional. On a good day, Keaton is egotistical, arrogant, and tomboyishly crude. On a bad day, however, she is foul-mouthed, bitter, violent, and vicious. To an outside observer, Keaton can forge a boisterous, playful attitude around those she has no problems with, though most of the time she radiates an intimidating, deterrent aura. Being quite capricious, it really depends on her mood at the time or her impression of the person, which she tends to adamantly entrench after the slightest provocation.

Most of the time Keaton's behavior is established by her mercurial, vacillating mood swings. Past experiences have driven Keaton to the brink of insanity, although this is rarely witnessed unless she somehow becomes involved in or has instigated a bloodbath. Even when this isn't the case she is emotionally unstable, reacting explosively to the slightest transgression and instantly degenerating from being perfectly egocentric and generally in a good mood to having no emotional backbone whatsoever. Only through shunting every painful memory and emotion under the proverbial rug and smothering it has she overcome this borderline insanity, and even then she's quite fractured.

Keaton has experienced a great deal of emotional pain in her life, something she has grown increasingly tired with after becoming so inured to physical pain, and thus has begun to treat her unhealthy habit of discarding emotions without personally and professionally confronting them as one of her ultimate remedies. Due to both her teachings and the grotesque solution to her past anxieties, Keaton is convinced that violence is the only antidote to whenever a confrontation becomes insurmountable, and thus has no qualms about inflicting pain upon those she views as meaningless. To her, if someone isn't related or affiliated to her, they aren't worth caring about. Obsessed with dominance and never exposing any vulnerability, this, along with many other attributes, make her unable to hold a steady or stable relationship with someone. She struggles with the concept of being decidedly useless and a detriment to herself and others, thus her response to situations which seemingly confirm this paranoid rationale is often hurtful. Sometimes not only to herself, but to those around her who suffer from the backlash.

That is not to say Keaton is bereft of redeeming qualities. For example, she is incapable of harming a child. On the rare occasions she does admit she has done something wrong without exploding, Keaton tends to be reasonable and sensible. Keaton is highly protective of those she vehemently cares for, such as companions or family members, though this can easily spiral into dangerous obsession. She has had her family and friends robbed from her, and is fixated on never allowing it to happen again.

History: In certain isolated regions of Furrae, she is infamous as a killer and a predator of souls. In the Succubus and Incubus Academy, there have been records and information tucked away regarding a situation which involved her and a student which was rendered comatose. Everywhere else, there is little to no information about Keaton the Black Jackal, save for the centuries of bloodshed sprawled across the towns and cities she has terrorized in the past.

Very few people know about Keaton's history, and she frankly prefers to keep it that way. All that is known is that at one point her clan had deteriorated to the point it threatened extinction, that she has suffered a great deal of emotional and physical pain, and any attempts to expand upon this scarce information normally results in agony. Keaton's mind is fortified by walls upon walls of magical reinforcement, preventing the average mind-reader from infiltrating her memories.

---

AHAHA, once more I totally overdo it. :B

EDIT: Edited to include some additional information about the shadow-armor, and Keaton's blood abilities.

~Keaton the Black Jackal

Stygian

Name: Sebastian Hart
Nickname(s): Sanctifire (call sign), Stygian, Saint Heartless
Age: 66
Species: Human (Fury; meta-human)
Family and Association(s): No living family known, no apparent associations.
Place of Origin: Sweden, Earth 2409 AD

Physical Description:

Height: 5'11"
Weight: ~220lbs
Build: Athletic, slender, long-limbed and wiry.
Eyes: Dark bluish grey.
Hair: Blond with a minute touch of red.
Distinguishing features: Handsome and strong-featured though partly somewhat angular and lanky, Sebastian is notable for his high brow and cheekbones, semi-long brass-blond hair, dark eyes, a slight dimple in his chin and a pair of facial scars, one over his right cheek from the jaw and up and the other across the right side of his lips. Though neither particularly large or small of build, he weighs significantly more than he appears to, and like most Furies he seems to exude a sort of 'larger than life' aura, lending him an air of implacability.
  Sebastian prefers dressing stylishly but classically and with a smoothed-down, functionalistic touch. He has a fondness for either business suits or 'official' clothes, preferring to throw in only the odd alteration or distinguishing feature to add personal flair. He tends to go for blacks, reds and brown or orange tones in between, and gold or brass metallic details. Occasionally, he even dresses in the military robes of the Legio Dedicies, the military arm of the Order of Devotion To Faithful Progress, displaying the rank of Deacon In The Field, that being equivalent to a Major 2nd class.

Dueling info (combat strengths, weaknesses, weaponry, etc.)

  Strengths

Mr. Bad Guy: While certainly not one to put off sport or honor or proper decorum when the situation allows for it, there is no denying the fact that Sebastian is, in short, a sly, ruthless and focused devil. He fights like one and thinks like one, albeit with as much style as he can, knowing full well the advantages of being seen as a magnificent bastard rather than merely a common evil son of a bitch. Acting, feinting, elusion and illusion and all manner of trickery come naturally to him, and he has a knack for psychological analysis and misguidance. Somehow, he also seems to have an immunity to conventional trope-based actions and demands, being able to overcome all but the most unavoidable of such events through sheer wit or deadpan snarkery.

A Kind Of Magic: A particularly well-developed Fury, Sebastian has reached the 'third stage' of development through the usage of the extradimensional powers all Furies are endowed with, meaning he has transcended mere humanity. Apart from the heightened senses and much-enhanced physical abilities that are a typical result of this, backed up by training and a natural athleticism, he appears to possess several 'powers', some usual for Furies and others not. The telekinesis and rudimentary telepathy and clairsentience are fairly common, Sebastian being more than usually strong in the former and less strong in the latter. His 'individual' powers include a particularly advanced form of pyrokinesis and a sort of phasing-teleportation or 'gating', the latter being quite unique. Most everything else that he appears to do is either a trick to or an amalgamation of these abilities.

Set The World On Fire: Of all his powers, Sebastian's pyrokinesis appears the most powerful. It hasn't been fully studied, but judging from the efficiency of the process and the output and spectrum of electromagnetic radiation he is capable of, it might very well be nuclear in nature. He is capable of radiating pure EM, however it appears that mostly his ability automatically adds some substances and simple chemical combustion to achieve better conductivity, thus producing flame. Just how he is capable of manifesting these flames in mid-air is not known either, but probably it is a sign that his pyrokinesis and his teleportation ability are tied quite closely together.

Walk With Me In Hell: In a manner remarkably similar to that of the most recent FTL drive utilized by the CDFP, the so called 'rift drive', Sebastian is capable of 'phasing' out of normal space-time and moving through the 'extradimensional realm' known as the Aether, where the physical laws and energy levels are considerably different, and is apparently also capable of sensing both the real world and that realm at the same time with a good degree of accuracy. This allows him to, among other things, pass through solid matter, and as time moves faster in the Aether and Sebastian is already capable of propelling himself much faster than a normal human in realspace he can seem to practically teleport over short distances. Given the opportunity, he can even 'shove' other things through, displacing them with often quite spectacular results.

  Weaknesses

Cold And Ugly: Like all Furies, Sebastian is vulnerable to being isolated, and kept from exerting his power. So called 'tesseract cages' or neurodisruptive equipment can effectively cut his ability to exercise anything but directly physical interaction with the world, disabling most of his abilities, as can being simply isolated or suffocated. He also seems somewhat sensitive to strong electricity, if one can manage to conduct any into him. And while his resistance to cold is naturally high, as he produces ample heat of his own, he can still freeze, like any other living thing, and past being chilled to a certain point it just becomes too steep a threshold for him to heat up again.

Fuel For Fire: Even though his ability for producing heat and flames is somewhat efficient in itself, Sebastian's abilities drain his own stamina at a very high rate if he wants to deal any sort of serious damage to most opponents, not to mention that while amplified his healing is not nearly quick enough to take care of serious wounds in the middle of a fight. To keep up protracted battles he has to turn the very battleground into a sort of energy cycle, lighting more and more things on fire around him so that he can draw upon the surrounding flames as a sort of power buffer. Denying him anything that will burn well will significantly decrease his ability to fight for any longer time.

More Human Than Human: While far more powerful than any normal human, Sebastian is nevertheless just that; more powerful, but not as different as it might seem. Though tougher, stronger and faster than a normal person, he is still vulnerable to most of the same things that any normal human is. One just has to subject him to more of it or more intensely for it to take effect. He is immune to illness, biological poisons and tremendous amounts of radiation and fire because of his altered physiology and abilities, but he can still choke, drown, bleed, freeze, feel pain and hurt in numerous ways.


Weaponry: Though he definitely does prefer melee combat, and his pyrokinesis lends him at least some long-range capabilities, Sebastian's weapon of choice is nevertheless a firearm, as they not only give him greater reach and power of distraction but also because a gun is the only thing that could usefully magnify his fighting power, even up close. His weapon of choice is a slightly customized version of the ubiquotous Stellar Arms RC6 mag-rail revolver carbine, loadable with a selection of ammunition, including SLAG (Superheated Liquified Amalgam) rounds and explosive slugs, among others.

Cogidubnus

#3
I am so joining this again.

__________________________

Name: Cogidubnus Mithlome
Nickname(s): Cog
Age: 280
Species: Were
Family and Associations: Eruantien Mithlome (Father), Lidan Mithlome (Mother)
Place of Origin: Caesul, Furrae
Physical Description:

Height: 6' 2''
Weight: 185 lbs.
Build: In good shape, but of a mild constitution.
Eye color: Yellow
Hair: Shoulder length, silver
Skin/fur: Caucasian, and grey when he has it.
Distinguishing Features: Cog is bereft of distinguishing marks or features, except for his shades and hat, which he is seldom apart from. He wears a suit of sorts, of very loose, black clothing. The buttons of his jacket are made of silver, and he often has a piece of twisted silver hanging from a thin silver chain on his neck. His sword is solid black, excepting for the furniture, which is all made of silver, and his hat and glasses are trimmed with the same.

Dueling Info:

Abilities:

Cog is a very deadly melee fighter, and is focused on killing a single opponent very quickly. His quick-draw technique allows him to surprise his opponents, and his incredible speed with this technique usually lands him a one-hit kill. Having studied the sword for almost 270 years, he is an incredible swordsman, deadly with the sword both in and out of the scabbard.
Cog's most valuable attribute is his speed. From a simple standing stance, he can draw, strike, and re-sheathe his sword before his opponent can register the movement, let alone blink. He uses this speed to deadly effect, and it extends to more than merely drawing the sword. His cuts are fast indeed, and he can string them together with deadly results, the effect not unlike a long, continuous arc of steel.
When his sword fails, however, Cog turns to his lychanthropic heritage. The Wolf grants him more than increased speed and strength – it also gifts him greatly increased senses, both when he is a wolf and not. His eyes and nose are always sharper than they should be, and his ears are always listening.
Thanks to his many years of training, and partly to his lychanthrope blood, Cog can manipulate the energies to an astounding degree. Due  to the particular nature of the energies inside him, Cog has learned to manipulate them not only within himself, but without -  to manifest it physically, the energy taking the form of almost-invisible waves of force. Depending on how hard he concentrates, or how much energy uses, he can knock a cup off a table, shatter glass, or crush bones. This ability does come at a price – overuse can exhaust him, and it takes him time to recuperate.
Due to a strange twist of fate, Cog found himself cursed with the burden of becoming what he most hated – which, strangely, turned him into a mage, for some time. A very powerful one. However, he managed to dispel the curse, only to find that the magical knowledge granted him still resided in his memory, apart from the magical geas. Thusly, Cog has some measure of magical ability, and great power with thunder magics.

  Weapons:

Besides his sword and himself, Cog has few other defenses - the five charms that he carries about himself serve rather well, however. Each one has a different effect, but each also has a limited amount of charge. They are as follows:

The Broken Moon: Imbues everything it touches with holy magic and holy properties.
Winter's Bite: Imbues a weapon with cold properties.
Iridescence: Creates a shield of holy magics around the user.
St. Angela's Cross: An Amethyst-studded cross that can heal minor wounds.
Coin of Storms: A coin that can absorb and store light, and emit it later.

Strengths:

   One-on-one, Cogidubnus can usually slaughter a single opponent. He is inhumanly quick with his sword, and he has multiple tricks up his sleeve for those whom steel cannot cut. He carries multiple protective charms on him, usually of a light-magic nature, and he can use his internal energies to create bubbles or waves of force – depending on factors of time, how fatigued Cog is at the time, and how much energy the wolf puts into it, it can be powerful enough to crush a soda can or crush an opponent's bones.

Weaknesses:
   One-on-more than three, however, Cogidubnus tends to get overwhelmed quickly. As well, he has a few of the weaknesses that lychanthropy gives him: wolfsbane is a very effective poison against him. He is weaker when fighting in a full moon, unless he is in full wolf form, in which case, he has gone mad. He will kill anyone close to him, and is feral in his rage. As well as having difficulty dispatching multiple foes, fighting long-range is very difficult for the wolf – almost all of his abilities are tailored and geared towards fighting close, quick, and brutal, and enemies that employ a fire-and-flight strategy will often find themselves leading the wolf on a chase

History:

   Cogidubnus was born approximately 300 years ago. His early history is largely unknown – left only in his memory, and to those whom he has decided to tell. His past is largely unremarkable, excepting for his life-long study of the art of the sword, and some unusual and unfortunate incidents concerning rogue wizards and mages. This has left him with somewhat a dislike for magic users. Cog wanders around much as he feels fit to do, settling down to teach some youngsters how to swing a blade when cash is needed, and moving on when he can – most of his money, however, was obtained from the sale of a rather large hoard of magical trinkets left over after taking over a wizard's 'abandoned' tower.

Trivia:

Very fond of coffee. Hates most mages, finding them abusers of power. Has a strange past, which he'll seldom mention, unless it's to ask if you've seen a tiger by the name Arcturus, or a Jackal by the name of Laertes. Is soft-spoken, but eloquent and friendly, and oftentimes will start spouting poetry at the slightest provocation.
Unlike most Weres, Cog is afflicted with a curse tailored to his race: lychanthropy. He was cursed at a very young age, and it it this that makes him vulnerable to full-moon nights, and gives him his unnaturally long life. He has a lifespan of approximately 833.33 years.

______________________________________

Name: Laertes Melanthious (mostly unknown)
Nickname(s): Laertes Obsidian, The Hand of God
Age: 1000
Species: Jackal
Race: Angel
Family and Associations: Completely unknown
Place of Origin: Completely unknown

Appearance:
   A black Jackal, with silver hair and silver eyes. He wears a traveler's robe, more like a large, red coat coat that reaches his ankles, with a white shirt and white pants underneath. He carries with him a large, twisted scythe with an obsidian-black colored blade atop a staff of dark wood.

Description:
   Unlike most angels, Laertes is a creature who is not only imbued with great power but with a kind heart to go with it. He follows the path of the priest, and although he is very much aligned with light-based powers, he is by no means a hard-nosed paladin.
   
   That isn't to say that his zeal is any less. Born the second son of a not-quite-poor family of bankers, his childhood was mostly one of slight acknowledgment and a halfhearted attempt at love. His parents were religiously inclined, despite the anti-religious stigma towards their particular occupation, and raised their sons accordingly. Both of them were raised nicely, if perhaps sometimes distantly. It was a warm love, but distant, like the love one has for a well-worn pair of shoes. Although the younger Jackal did all he could to please his parents, he was never shown anything more than a passing favor or a disinterested approval. At worst, he was simply the ill-favored second son.
   
   As was the tradition at the time, their first son they pinched and scraped to send to one of the grand universities, and the second son they sent to the clergy. The Church, cold, distant, and strict as it was, soon became the parent that Laertes never had – approval, attention, and the sort of distant, condescending love typical of this particular institution became the catalyst and energy that drove the young Jackal. He studied hard, and relished in the approval that was showered upon him. His knowledge and piety grew, and his efforts did not go unnoticed. The Fathers were decided – higher and better things were to await this one.

   Laertes was brought into the higher orders only a few decades after he joined the clergy of the Church of the Martyr's Blood. He was made a minor bishop, and tasked with being an emissary of the church, to relay the letters and messages of the church to their destinations. It was in this function that Laertes was introduced into the darker, and yet divinest branch of the church – as an emissary, self-defense was an unavoidable fact. He began to be taught divine magic, the spells of the light, and of physical combat.

   During this time, Laertes began to become obsessed with the concept of death. Perhaps as an angel with an almost incomprehensibly long lifespan of thousands of years, it was a sufficient buffer for him to comfortably contemplate oblivion. Or perhaps he wondered what it might be like to be closer to that precipice, as beings were. In his obsession over death, he began to study the divine connotations of the final journey, and of the magics and divine spells associated with it. He took to learning how to use a scythe in combat, and eventually came to possess one of the few scythes the church possessed for that purpose.

The majority of his faith was made of beings and Angels – so much so, in fact, that the Angel began to see other creatures as Godless heathens, heretics – beings and Angels being the exceptions, and the occasional Demon. Cubi and mythos were remarkably absent from his faith, but even so – he saw them as potential converts, and instead of being outrightly hostile, began to always try instead and be as polite as possible with them, and as kind and understanding as he could be.
   
   600 years passed, during which Laertes served as an emissary for the church. He began to be especially recognized for his zeal in delivering his messages – waylaid many times, he always managed to still make it to his destination, often leaving only the corpses behind him. He became known as the Messenger of God, and later as simply the Hand of God.
   During this time, the only instance of him not killing someone he felt as an impediment or as a heretic was in the case of one Cogidubnus Mithlome. His growing knowledge of the magics concerning the divine, and those concerning death, had led him across several curses designed specifically for certain races – in this case, lychanthropy for the Were race. It drove the wolf insane, splitting his mind and introducing a second, ravenous party into his head, and led him to flee his home village.

   At the age of 781, Laertes was brought into the Inquisitorial branch of the church. His actions as an emissary brought him much glory and much praise, and in doing so his prowess as a holy warrior was given much notoriety. As a result, he was given a position as a free inquisitor, searching out threats to the church as he sees them. He resides here to this day, hunting down those who he thinks would threaten the church, and destroying her enemies. He is soft-spoken, mild-mannered and kind in person, but his demeanor is backed by an eerily hard edge, and his studies on death and the magics related to it, as well as his extensive schooling in Divine magics have led him to become an incredibly powerful light-based warrior. He mixes both forms of magic liberally.

Dueling Info:

Strengths:

   The Scythe he carries is for more than cutting. The scythe and the priest are connected in some way, and when one gets stronger so does the other. It is rumored that the blade is a blood-drinker.
   Good at very general, widespread attacks versus multiple opponents. A very strong single opponent can push him into a corner, but his ferocity with his scythe and the power he wields with his light magic is formidable indeed.
   Sound is one of his major weapons. His form of death magic is highly reliant on sound and song, and generally has a very large area-of-effect, sometimes even to the point of simply causing some deal of damage to everything within range of hearing.
   Chants and liturgies are also part of his form of divine spellcasting, although it sometimes involves the more traditional forms of the art of magic. When he casts spells from the divine spectrum, instead of actually causing a spell effect, he can -hold- the spells in reserve – this causes a golden glow to emanate off the Jackal, very much like a golden liquid poured onto the priest. The liquid itself has various beneficial effects, including serving as an effective armor against dark-based attacks. If he chooses to activate the spell or spells that he held in reserve, however, the golden glow will fade, either completely or somewhat.

Weaknesses:

   Laertes is only mortal. He does not possess any sort of resurrection apparatus, and other than his abilities is simply an angel. He can be hurt, and has no defenses other than those he could possibly conjure, and his offensive capabilities far outweigh his defensive ones. One might accurately say the angel is somewhat fragile.
   What's more, silencing effects knock a significant number of abilities off the Angel's list. Many of his spells contain sonic components, and without those he is reduced to the few that only somatic components – this is mostly limited to holy magic as well.
        In addition, Laertes has difficulty with opponents who use physical, peircing attacks, rather than those who use widespread or energy-based ones. An opponent who uses earth or ice attacks will find that they will hit the Jackal far more than those who try and use fire, wind, or other amorphous, unsolid attacks - he has much greater difficulty influencing the former, and the latter he has some ability to deflect from him.

Weapons:
   
   Just a scythe.

   Trivia:

   Has a secret love for fine wines, although he keeps that to himself. Does not ever wear hats.

Edit: And Giles. Almost forgot him again.

Here's Giles:


Name: Giles Monterrey
Nickname(s): Lord of Ashes (Hard won, I assure you)
Age: 47
Species: Human
Family and association: Father (Ryan Monterrey) and Mother (Elena Wyndia)
assoc: Ex-paladin of the Order of the Salamander
Place of Origin: Aspira

Physical Description

Height: 6'4''
Weight: 300 lbs (about 380 with armor)
Build: Mountain of a man, and strong from constant exertion.
Eyes: Crystal-clear Blue
Hair: Close-cropped black
Skin: Caucasian, although often smudged with the gunmetal blue of ash.
Description: Wears a full-plate suit of black iron armor, with a golden salamander emblazoned on the front, and a large spear slung across the back. Very imposing figure, and always seems to have a feeling of heat emanating from him.

Dueling Info

Giles is an impressive fighter, and uses the spear slung across his back to great effect. Physically, he favors a broad, sweeping style, preferring to keep enemies far away, and the eternally burning tip of the spear can effectively keep his foes far away. His spear is a near legend – always, the tip is glowing with heat, and it is said to always hiss with dripping blood. Giles doesn't know why the spear drips blood, but as long as the spear is exposed to air, the tip drips the crimson fluid from no apparent source.
Outside of the physical realm, however, is where Giles is the most formidable. He is known as the Lord of Ashes for a reason, and he earns his title completely. Fire is his slave, and he can command and create it at will, igniting some fuel, the ground, or even the very air around him at a thought, directing the flames to his will, albeit in a ritualized fashion. Small fires require small motion, like the flicking of a thumb – large fires require large, sweeping gestures or great force. The salamander on his armor protects him from his own fire, giving himself almost complete immunity from the flames. He has been known to simply cover himself and the battlefield in an inferno, and simply let his foe burn and burn until nothing but ashes remain.

Strengths: Fire. Fire, fire, and fire. He's best when he's left room to work, and when his opponent gives him time to build up a gout of flame. Generally, if his opponent can burn, and he has the room, he will kill it.

Weaknesses: Giles can't simply call fire from a standstill. The ritual nature of the fire requires that he keep moving, the strength and breadth of the fire increasing the more momentum he builds. If he's knocked off balance, you can keep him from building enough fire to engulf you. Of course, there is the problem of stopping three-hundred eighty pounds of whirling iron and fire...

Weapons:
A spear, and his suit of armor.

History:
Giles and Cog seem to have some history together, although they seem strangely unwilling to discuss the subject. Giles was forcibly discharged from an order of knights some years ago, and met Cog sometime after, on the lands of a famed mage. Both Cog and Giles history becomes quite after this point, although perhaps someday they will record what happened there on paper.

Boog

Dawned on me that, for people who didn't see the original Honor Circle, my description may not be doing it justice. Added a link to the original OOC thread at the top.

Angel

(smiles) I've been wanting to use this character. Sign me up.

Name: Sylvia Hyacinth Dahl
Nicknames: Sylvie, Syl
Age: 22
Species: Green (a special kind of forest-elf; more below)
Family and Associations: Holly and Nightshade Dahl (Parents); Kellie, a rat-girl (trusted friend)
Place of Origin: Northern Hemisphere; a forest outside a small elven town

Physical Description: Sylvie's appearance is a bit shocking to most people when they first see her. She is a Green, one of a group of forest elves who lived very close to one of the earth's laylines of plant magic. Like all her people, she has light green skin, hair the color and texture of long blades of grass, and pale yellow-green eyes. She is, essentially, part plant and part elf. Apart from her unusual skin and hair, she has the basic elf build – tall, slender, and pointy-eared, with a somewhat regal-looking face and experienced eyes in spite of her youth. Sometimes, but not very often, flowers will bloom on her skin. She likes to wear these in her hair. Sylvie wears a long green dress with an emerald at the neckline. She wears a brown, thin vest over that, and carries a staff that resembles a lotus flower. She doesn't wear shoes that often, finding that direct contact with the ground is more comfortable and natural.

Dueling Info
Abilities: Sylvie is a plant mage and knows a bit of enchanting magic. Being inbred with plant magic has helped her in this regard; she can summon vines and roots up from the ground to bind a foe, can communicate with plants to a small degree, can control the growth of the plants around her, and with enchanting magic, can hypnotize targets or manipulate their actions. She worships Albell, the goddess of the earth; it is believed that this goddess favors the Greens above other races and grants them her strength.

Sylvie's biology is her biggest advantage and her biggest weakness. Since she's part plant, she has chloroplasts instead of blood. If she gets hurt, she only needs to go out in the sun and she'll regenerate. She lives mostly on water, and the more hydrated she is, the easier it is for her to heal and the quicker the process. She can regenerate limbs, but it would take her a while to do so and there would probably be a slight scar left over. (This is all guesswork; she's never had to regrow one.) She has a high tolerance for most poisons (not totally immune to them), and she needs water and sunlight to survive.

Weaknesses: Due to her elf heritage, Sylvie isn't much in the physical strength department, relying mainly on magic. If she spends more than three hours out of the sun without sleeping, Sylvie becomes weak and begins to lose health. She's a strong swimmer, but she can only swim in freshwater. She can't ingest large quantities of salt water at all; if she drinks too much of it, she gets very sick, and if she submerges herself in it, it results in extreme pain and skin irritation. Her main crippling weakness is fire. In addition to being a plant and therefore being more vulnerable to fire than a human, she has acute pyrophobia.

Weapons: Sylvie's only weapon is her lotus staff, which doesn't have any real power except to focus her magic more clearly. If she desires, she can also call on Albell to lend her strength, or make her spells more powerful.

Personality: Sylvie is more than a little withdrawn when meeting new people. She has reason to be embittered towards people in general, given the amount of fear and mockery she's been subjected to in her past. It's hard for her to trust anyone; especially people who react to her with shock when they see her and end up treat her as something less than them. But once she gets to know you, she's loyal, kind, and really a very strong person. She can't stand bigotry of any kind, so tends to befriend rather odd people. Mass destruction scares her, and she doesn't like seeing anyone or anything suffer.

History: Sylvie grew up in a small, isolated forest, within a small Green community. Apart from nosy kids and lost tourists, she never really interacted much with the outside world when she was a child. As time passed, she realized it's not quite normal to live in a forest your whole life, so with her parents' consent, she left to learn about the world outside. What she found was that there was a reason her people stayed in the forest. The Imperial elves and humans couldn't get used to beings like her. Her skills with druid magic helped her out a lot when it came to dealing with bigots and close-minded people, she learned. But they did eventually get her in trouble.

After about eighteen months outside the forest, loggers and builders tried to target her forest. Her family helped out from the inside, but since Sylvie was attacking from the outside, she got caught and arrested. She managed to make a few friends in prison; the most prominent one was Kellie, a rat whose species was, in these parts, just as uncommon as Greens. Upon leaving prison, Sylvie had many experiences she'd have rather avoided, such as getting shanghaied along with the prisoners who she'd followed (Kellie, an elf named Lilah, and a Void named Nin); inadvertently saving a child the royalty had wanted to hide; and committing deicide to restore the goddess of the sea to power. She did get back in contact with her friends and family. Currently, she lives a rather nomadic life, living wherever she thinks is quietest.

Trivia: -She's a morning person, waking up as soon as the first ray of sunlight hits her.
-Like most other plants, Sylvie can't stand cold weather.
-She can ingest one or two glasses of alcohol without suffering any ill-effects, but because elves are used to mild wines in the first place and because she doesn't know what would happen, she's never tried getting drunk.
-The god she helped to dethrone and kill was Mouph, the god of thievery, deception, mischief, and luck. They defeated his four avatars on an island that had a hoard of his treasure underneath. (This is also where Sylvie got her dress and staff; she'd been wearing rags the pirates gave her up till that point.) By killing Mouph, the group restored another god to power: Albell's sister, Poseid, the goddess of the sea. Although Sylvie doesn't worship Poseid directly, the goddess owes her a favor.
The Real Myth of Sisyphus:
The itsy-bitsy spider went up the water spout,
Down came the rain and washed the spider out.
Out came the sun and dried up all the rain,
And the itsy-bitsy spider went up the spout again...
BANDWAGON JUMP!

nikename2

Heh, why not.  8)

Name: R. Johnson
Nickname: Rip
Age: He doesn't know. (20)
Species: Scorpion Angel
Family and Associations: His sister he doesn't know about, and his best friend R. Cortez. Other than that, unknown.
Place of Origin: Antares

Appearance: (something like this.) His robes and hat are dark red and black, the plume feather in his hat one of his own feathers. His wings and carapace have a dark burnt black hue, and the skin portion of his body is tan. His eyes are a vibrant blue and under his hat his hair color is also dark, virtually the same color as his wings. His height is average, around 5'11''.

Dueling Info 
Abilities: As an Antarian, he is completely immune to the effects heat and the crushing/stretching effects of gravity/pressure. As his body temperature rises, his overall toughness increases proportionally, at high temperatures he is virtually impervious. He has no need to breathe and can feed off of heat/radiation itself. The venom from the stinger on his tail is a paralyzing agent and causes an intense burning sensation all over the body of a victim, the lethality of it is dependent on how much was innoculated, Rip is immune to his own poison and of the poisons of others of his same species.

Although he is an angel, he's only recently become aware of this and most of his light/holy based abilities are based off of instinct and creativity rather than intense study. He is capable but not limited to using these abilities to heal wounds of himself and others and to augment his body and the bodies of others, making them more effective and faster in combat.

As for Rip's fighting style, he prefers to fight using his fists and is very adept and quick at hand to hand combat. With each of his blows having the speed and impact of a speeding bullet train.

Weaknesses: Just as high heat can make him impervious, cold temperatures cause his skin and carapace to become softer. His laid back view on things also acts as a hinderance, making it hard for him to really take anything with all seriousness.

Weaponry: His light-based flash-gauntlets, Righty and Lefty, although that's not the real name of the gauntlets. Their name has long since been forgotten(by him). They were forged from Antares itself and are virtually indestructible, a pair of leggings that match the gauntlets were also forged at the same time. Right now those leggings are in possession of Rip's sister. Each gauntlet serves as a focusing and magnification point for Rip's light-based abilities.

Other then his gauntlets, he also keeps an enchanted tennis racket sheathed on his person which has an insignia of the zodiac symbol for Scorpio on it. The racket itself has no name and it's origins are unknown(by him).

Personality: Like his friend Cortez, Rip has a pretty laid back view on life, taking everything in stride and just rolling with it. The fact that he recently discovered he was an angel and will now live alot longer has only encouraged this type of behavior. With that, at times he can be a bit of a hard-ass.

History:Although Rip was born on Antares, he grew up far away in a small coastal city called Carilise within the arctic nation of Hal'sharia. He was raised there as a ward of the state. There he befriended a fellow ward and mythos, R. Cortez. Around the age of nine both of them escaped from the city stowed away on a cargo ship destined for the tropical port city of Il'myamaj. There both of them were entranced into the illegal pirating cartel ran by Boss Hui. There they worked as deck hands for five years until both of them decided to stage a mutiny. The mutiny was largely unsuccessful, luckliy though the authorities were cracking down at the exact same time and both Rip and Cortez were able to skip town undetected. From then on both of them traveled north toward the coastal village of Il'vale and there they set up a small business as swords for hire. There they were welcomed in open arms by the townsfolk, serving as town guards. From then on they maintained that profession quiety up until a few months ago when Rip discovered the truth behind who and what he really is, at times just relaxing on the shoreline taking in the serenity and harmony of the small quiet town.

Trivia:He thinks all sandwichs are evil, and has sworn a crusade against bagels.

llearch n'n'daCorna

Halfway tempted to bring in my char from the last one.

Halfway.
Thanks for all the images | Unofficial DMFA IRC server
"We found Scientology!" -- The Bad Idea Bears

Boog

Well, that's more than enough to start. Those of you who've signed up may feel free to post in the IC thread whenever you're ready.

Angel

Quick question, Boogey - should our characters already be arriving at the building in the entry posts?
The Real Myth of Sisyphus:
The itsy-bitsy spider went up the water spout,
Down came the rain and washed the spider out.
Out came the sun and dried up all the rain,
And the itsy-bitsy spider went up the spout again...
BANDWAGON JUMP!

Boog


Cogidubnus

Quote from: llearch n'n'daCorna on November 04, 2007, 04:20:35 AM
Halfway tempted to bring in my char from the last one.

Halfway.

Ah, c'mon Mr. Box. It's not the Honor Circle without the snarky pool player. :3

Angel

WHOO! First post!  :boogie Go me! Go me! I rock! I'm awesome! Oh yeah!

Ok, I'm done.
The Real Myth of Sisyphus:
The itsy-bitsy spider went up the water spout,
Down came the rain and washed the spider out.
Out came the sun and dried up all the rain,
And the itsy-bitsy spider went up the spout again...
BANDWAGON JUMP!

techmaster-glitch

#13
Just read a little bit of the old version of this. I saw one when it first came up, and it seems really interesting. Problem is, I'm not sure if I'm good enough for an RP of this type, and even if, I don't think I have any really "good" ideas for characters.

Though I should probably ask this right away, does your own charcater have to be original, or can it be a character from whatever?
Avatar:AMoS



Boog


techmaster-glitch

#15
Dammit! There goes my number one and number two options... back to the drawing board.
Avatar:AMoS



techmaster-glitch

#16
Name: Xerph
Nicknames: None
Age: Unknown
Species: Unknown
Gender: Androgynous, male-ish
Family and Association: None
Place of Origin: Unknown

Physical Description: Humanoid-looking individual of average height, about 5'10''. Pitch-black skin. His head is little more than a very slighly ovaled sphere. Two beady, shiny black eyes, no nose, no ears, no hair (anywhere on his body), mouth is little more than a round hole. He wears pure-white pants, sharply contrasting his coloration. His skin is totally smooth. Totally, completely smooth, and flat. There are absolutely no bulges anywhere to indicate musculature, or even bones. His hands and fingers are small and somewhat pudgy, and he doesn't have toes at all. His limbs, and for that matter, his whole body, don't bend at any joints, they just bend.
Basically, he's just a living mass of black goo.

Dueling Info:
-Weapons: None
-Equipment: None
-Abilities:
--Amoebic/Morphic Consistency: Because he is basically goo, all the obvious qualities follow. He has no definable anatomy to speak of, and therefore has no 'weak' points. Most attacks he can avoid by simply 'melting' out of the way. He can stretch to impossible lengths, and enlarge or contract parts of himself (by actually changing his mass, but only to a limited extent). He is somewhat quick and agile, but nothing really special. He has a little more strength than an ordinary person, but rarely does much damage unless he's turned his fist into a hammer. Speaking of which, he can't actually harden any bit of himself. He can morph his body in various was, but if he tries to make something like a blade out of his arm, it will still have the rubber, gooey consistency of the rest of him, making that sort of thing useless. He can also just turn into a blob or puddle of ooze at will.
---Physical Resistance/Immunity: Physical attacks almost never do anything to him. Any sort of blunt attack is completely ineffective, like a punch or a club. He can actually make just about anything stick in him if he wants it to. If you are some sort of martial artist, and you actually do punch him, gods help you if he decides to make that fist stay stuck in his chest. Things that can pierce or rip, like arrows, morningstars, saws, will be a bit more effective, but he can make those things stick in him if he wants as well. Not to mention he can just morph away any sort of damage like that. Things that actually slice or cut cleanly are the most effective, and they can indeed cut him with ease. While it does pain him, said pain is negligible, and also give rise to one of his other qualities;
---Multiple Pieces: At any time, Xerph can morph some bit of himself out of himself without altering his shape, or actually detach a part of himself, and still control it. This will also happen if someone cuts him.  The piece, unless it's an actually detached limb, will almost never retain any shape, and instead just be a blob. A detached blob can move around anywhere within Xerph's range (which is actually pretty far, he usually doesn't have to worry about it), and at any time, a detached part of him can be remorphed back into him. This also allows him to morph away any sort of seemingly physical damage, like a cut or a tear.
---Energy Sensitivity/Weakness: But he isn't without a weakness. While he can shrug off virtually anything physical, anything that is energy will affect him greatly, be it magical, shadow-magical, electrical, spiritual, light, heat, etc. These things will actually harm him, and he cannot just 'morph' away any damage caused by these types of sources easily. Heat and cold are somewhat special cases. Heat does cause him pain, but extreme heat makes it nearly impossible for him to hold any definable form, and he just melts into a puddle (but he still lives), while extreme cold slows him down considerably. Forms of energy that have been given a 'solid' form are somewhere in-between his resistance and weakness. Shadows that have been formed into sharp tentacles or a sword made of light act like dulled blades. The can cut him, but rarely all the way through like a real blade. However, he also suffers the effects the energy would cause him, but it is mitigated. He can try to morph away such damage, but it takes time. And it still hurts.
    But while several of these abilities are impressive, he is still mostly sub-par as any kind of fighter. He has no weapons to speak of, no real style, little technique, and an utter inability to dish out any real damage. If he gets into a battle with anyone who really knows how to fight, chances are he is going to lose. This points to the one ability he has that gives him any sort of chance at winning a real fight;
---Engulfing/Absorption: This is his draw, his ace in the hole, his real 'weapon' of any kind; his ability to engulf something, absorb it into himself, and take on its characteristics, abilities, strengths, and yes, even weaknesses. He can do this by touching something and 'sucking' it into himself, but more often, he will detach a small blob of himself, direct it to what he wants to absorb, engulf it, and bring it back to himself. For example, if he were to absorb a large chunk of steel, his body will become as hard and as heavy as steel and turn metallic silver, but his ability to move and morph will be severely hindered. But he virtually never bothers with absorbing inanimate objects. No, his normal target will be someone else. Never the person he's directly fighting, oh no, because that would defeat the purpose of defeating the person. Just someone who's nearby. And there is a difference between engulfing and absorbing. Engulfing means he just wraps himself or a detached part of himself around something, or just sucks it into his body and holds it there. If it's a person, they can try to escape, but unless they are exceptionally strong, have sharp objects, or magic, this is almost impossible. Even with these things, it still takes a good amount of time to escape, because he will just continually re-engulf. If he is actually seeking to absorb someone, they have virtually no hope unless they receive external aid. When someone is absorbed, for all intents and purposes, they cease to exist (meaning they cannot escape). When he absorbs someone else, he takes on all of their basic characteristics, mixed with his own. Basic physique, knowledge, personality, technique, style, equipment, clothes, he gets all of it. His physical appearance will change to a cross between him and said absorbed person. All equipment they have on them will be transferred to him, and he can use said equipment as if he were the real owner (because he also takes on their knowledge on how to use it). He take on their clothing (if applicable), but almost always keeps his own white pants (though they may sometimes be modified). He takes on their personality, their ability to fight, their styles, even their voice to some extent, and other such things, but are slightly watered down and mixed with him. If the person is belligerent, aggressive, and sadistic, he will be also, but not quite so much. If they speak with a lisp, he will as well, but it won't be so pronounced. If the person is a master swordsman, Xerph will be an exemplary one, but not as good as the real one. He take on their knowledge, but just about the only thing he doesn't get is personal memories. Any powers or special abilities they have (magic as an example), he will have too, but they will usually not be as potent or effective as they were from their original source. This also includes any special weaknesses the absorbed person has, but this is also mitigated. If he were to say, absorb a vampire who dies instantly in sunlight, Xerph will be severely pained by light, but he won't die instantly. Because absorbing another living anything usually has a discernable anatomy, he will also acquire the basics of said anatomy. Absorbing a human or humanoid, for example, will give him bones and muscles, but they will be somewhat simplified. This gives rise to the fact that he obviously does not have the amoebic consistency he used to, and thus cannot morph or melt like he used to. He can still stretch, bend, detach parts of himself, and heal wounds, but all of these abilities are lessened, and he can only partially morph his shape to a very limited extent. He is no longer as resistant or impervious to physical attacks anymore, but nor is his weakness to energy-based attacks as strong as it was. An interesting note about his absorption is that he can't just absorb any old ordinary person. Doing so would gain him no special powers or abilities, but his own abilities would still be lessened, resulting in an overall drop in power. Thus, he only absorbs someone worth absorbing. A limitation of the absorption ability is a rough ten minute time limit. If he does not spit out an absorbed person before then, they will be forcibly ejected, and this is always unpleasant. As said above, for all intents and purposes an absorbed person ceases to exist, as they are merged inseperably with Xerph, and become indistinguishable as individuals. He can also absorb multiple people or things if he wants to. He rarely does this however, for several reasons. The time limit is still set at the first person or thing he absorbed, but more importantly, the traits of himself and the already absorbed person are further decreased, and the new absorption is also severely weakened. Another thing is that he can utilize his absorption ability to absorb into something, and back out. Using this, he can move right through solid surfaces, like walls or even the ground.

Personality: Personality-wise, Xerph is almost completely empty. You could call him a zombie and that would be an accurate description of his normal state. He is almost completely unemotional and expressionless, and never has a specific tone of voice. His voice is flat, but sometimes literally sounds like its bubbling. He does keep to himself in a way that could be construed as 'shy', even though that isn't entirely accurate. He doesn't have his own way with words, he says only exactly what needs to be said to convey information, and no more.

History: Not Applicable


Whew! Took me awhile to get this all up...but it's done now. Does this thing pass?

EDIT: Made a few minor changes.
Avatar:AMoS



llearch n'n'daCorna

Quote from: Cogidubnus on November 04, 2007, 04:24:56 PM
Ah, c'mon Mr. Box. It's not the Honor Circle without the snarky pool player. :3

Heh. I have other things going on at present, that may drag me offline in a couple months for upwards of a month. Yay for moronic bureaucracies...

Getting started in this would probably be a bad move. At least, if anyone took offence (as is probably expected) and challenged my char to a fight at the wrong time.
Thanks for all the images | Unofficial DMFA IRC server
"We found Scientology!" -- The Bad Idea Bears

techmaster-glitch

Avatar:AMoS



Arcalane

Give the man more than 24 hours, for crying out loud. :rolleyes Especially given that fairly hefty wall of text about the absorption/etc there. I would suggest breaking it up quite a bit.

Boog

Quote from: techmaster-glitch on November 05, 2007, 11:18:34 PM
Hey, Boogy, did my char ever pass judgement?
What Arcalane said. Also, from what I read, some of his abilities might give him some trouble. He relies on mimicing the powers of bystanders in a fight?

lucas marcone

soon as my character meanders out of the castle i might be interested.

techmaster-glitch

#22
Quote from: Arcalane on November 06, 2007, 10:58:27 AM
Especially given that fairly hefty wall of text about the absorption/etc there. I would suggest breaking it up quite a bit.
Yeah, sorry about that...

Quote from: Boogeyman on November 06, 2007, 11:27:32 AM
What Arcalane said. Also, from what I read, some of his abilities might give him some trouble. He relies on mimicing the powers of bystanders in a fight?
Pretty much. He simply doesn not have any reall offensive capabilities otherwise. He can't harden himself, and he hits with about the strength of a human teenager. No power at all. Said mimic'd bystander is actually sucked into Xerph, but for no more than ten minutes though, and Xerph will ususally try to go for whoever has the best powers to defeat his current opponet. If he is challenged to a fight, he says, "Standard victory conditions. Fight until one cannot fight or yields. One special condition. Once at any time during fight you may retrieve anything you desire from outside of the ring. Limitation. It must be within reach, some part of you must stay inside the ring." Since he can just shoot off a blob from himself and remotely control it wherever he wants, you can see how this works in his favor :3 If he is the one challenging, and his opponent says nothing about getting 'stuff' from outside the ring, he takes it as legal since it was not explicity stated he can't. If someone does put a block on this, he will forfiet then and there (full knowing it counts as a loss), because he knows he doesn't stand a chance without his absorption. I thinkthis might be somewhat humorous (if annoying >:3) if two or more charcaters are talking inside a room in the Honor Circle Inn, and one of them is suddenly swallowed up by a black blob and carted off to be merged with Xerph. If the RP lasts for a good period of time, I'm pretty sure every other character is going to be absorbed at least once.

Quote from: lucas marcone on November 06, 2007, 03:44:37 PM
soon as my character meanders out of the castle i might be interested.
I think it was stated somewhere, maybe in the first Honor Circle, that it is deliberatly an ou-of-canon establisment from anything else. Thus, you character can already be in an RP and still come to this one.
Avatar:AMoS



Boog

Eeeeyeah Techie, the way you mentioned the absorbing's gonna be a problem. See, the Honor Circle's big on its "leave the non-combatants the bloody hell alone," policy. Mebbe if you went for inanimate objects, fine, but I'm gonna have to veto absorbing people who aren't involved in the fight.

techmaster-glitch

#24
Quote from: Boogeyman on November 06, 2007, 08:52:54 PM
Eeeeyeah Techie, the way you mentioned the absorbing's gonna be a problem.
Well, of course. I put it very bluntly and didn't sugar-coat it.

Quote from: Boogeyman on November 06, 2007, 08:52:54 PM
See, the Honor Circle's big on its "leave the non-combatants the bloody hell alone," policy.
Aw darn. Didn't know about that.

Quote from: Boogeyman on November 06, 2007, 08:52:54 PM
Mebbe if you went for inanimate objects, fine
That wouldn't work. Sure, he could absorb some steel and make blades out of himself, but one of the big things he lacks is a mind. More accurately, he has self-awarness. He has only enough intelligence to talk and understand speech. He has no conciousness at all. He's basically a talking zombie. Even if he did absorb steel and make swords and saws and stuff, he wouldn't be able to use them effectively. That, and harness/sharpness would be the only thing he would gain. His morphing ability is still severaly weakened. Small gain, BIG loss. That's one of the reasons he needs to absorb powerful sentient beings, so he can actually have an overall gain in power and the ability to use the power, thanks to the newly acquired mind. (Though of course he loses everything and goes back to being a blobby zombie one his ten minutes are up.)


But, apparently this won't work here. Unfortunately, that was the best thing I could come up with. My other ideas are either worse or just plain unworkable. I really wanted to do something with machines or robots, but someone who works somewhat like a Team Fortress 2 engineer that uses autonomous robots instead of turrets would not really work for a dueling RP :rolleyes As for an actual robotic character, it would either be a huge warbot with BFGs and vaporize his opposition the moment the match starts, or something that is a compete knockoff of Combot from Tekken (that was actually my 'number two' choice when I asked if I could use charcaters from somewhere else). I tried fiddling with other robot designs, but I couldn't come up with anything workable. The last idea I had is just so cliche it hurts my head, and probably wouldn't be legal in the first place (A pair of fighters who fight as one or not at all. That's what I think would make them illegal, but the cliche part is their powers, which I will not speak of).

My character from My other RPs are likewise unsuitable for this. Jexx was a charcater desinged to melt his enemies into slag, not a duel that isnt to the death. Quaddle... just won't work. He's too powerful. And Nazareth Duke is a freaking starfighter pilot and squad commander, for cying out loud.

And in all honesty, my Xerph character was inspired (but NOT based off of, there are plenty of other fictional characters that have absorbtion/mimicing/merging abilities, like Kirby, or Rogue from X-Men, or Venom from Spider-Man) Super Buu from DBZ (all the Buus including Uub are my favorite characters in the entire series). Super Buu was also, suprise, my 'number one' choice when I asked about using existing charcaters. Of course, he wouldn't have the ability to destroy planets or his Genocide Blast that kills everyone, but the two powers I particularly wanted were his Chocolate Beam and his Absorption.


I was interested in this RP because of the style the duels are carried out here. I'm still (relatively) new to RPing, and I havent done a 'duel' of this type yet. I figured this would be a great place to learn. Unfortunately, I am hindered by the fact that I apparently cannot come up with an appropriate character. Xerph was the best, and only, shot I had. A character that steals other's powers because I can't think of my own. But, if there is a hands-off policy in regards to non-combatants, this will not work.
Oh well. I guess I'll just have to watch and learn.
Avatar:AMoS



Boog

You still have options. Some of your suggestions sounded workable, like the guy with autonomous robots. The two person thing... that might be an option later, but not as of now. As for the current guy's intelligence, you could always have him operate on a well developed sense-act principle; not much variety, but it would give him the ability to use those inanimate powers fairly effectively.

techmaster-glitch

#26
Quote from: Boogeyman on November 06, 2007, 09:40:44 PM
like the guy with autonomous robots.
A guy who sends out hoards of little flying and roving robots armed with gatling guns and RPGs, and has absolutely no fighting ability himself...Yeah, that's a real duel...

Quote from: Boogeyman on November 06, 2007, 09:40:44 PM
As for the current guy's intelligence, you could always have him operate on a well developed sense-act principle; not much variety, but it would give him the ability to use those inanimate powers fairly effectively.
Even if, it's far from enough. Even if he can use his new steel-like properties, they really aren't as strong as the real thing, and his morphing powers are still dropped down. It's the same thing that would happen when I said what would happen if he were to absorb a completely ordinary person: He gets no new special powers, and his morphing is still decreased, resulting in an overal drop in power and combat capability. His morphing, aside from absorption, is all he has. And it's no good for offence. That's why he has absorption; if he loses some of his morphing, he better get a damn good replacement power. Of which inanimate objects will never provide.

And I won't use my dueling pair. They are not properly developed, and I have no alternative ideas for them.
Avatar:AMoS



Boog

#27
Then I suppose he'll have to either catch someone before the match, without the barkeep noticing or the target kicking his ass, or you'll have to go with someone else. Sorry.

As for your swarm guy, it's still acceptable by the Honor Circle rules. That one guy's fighting ability is the little drones he sends out. It works fine for these purposes.

techmaster-glitch

#28
Quote from: Boogeyman on November 06, 2007, 10:06:13 PM
Then I suppose he'll have to either catch someone before the match, without the barkeep noticing or the target kicking his ass, or you'll have to go with someone else. Sorry.
I know. That's why I said I'll just watch the RP for now. Maybe I'll come up with a good idea later.


As for robo-minion guy, it just doesn't seem like it would work. You could defeat him by simply shooting him instead of the robots. In fact, he's the kind of character who wouldn't actually be anywhere near the fight for that very reason, and controls them all remotely. And that would defeat the purpose of both combatants being inside the circle. It just wouldn't work for this kind of RP.


But it's all right, I'll hang back for now. I'm fine with that. Unless, of course, the other players wouldn't mind my character...yeah, like that's gonna happen :rolleyes


EDIT: Just remembered something,
Quote from: Boogeyman on November 06, 2007, 10:06:13 PM
Then I suppose he'll have to either catch someone before the match, without the barkeep noticing or the target kicking his ass, or you'll have to go with someone else.
You're forgetting about the ten-minute time limit. If he hasn't expelled an absorbed anything by then, it's forcibly ejected from him.
Avatar:AMoS



Tezkat

Hmm... random, plotless violence... I might be able to make time for that every now and then. >:] Probably not right away, but I could certainly use the practice writing fight scenes.

Here's me again. This profile describes the prototypical Tezkat, although he could be a future version of the Incubus you've already met.

:kittycool

Name: Tezkat Kh'rono
Nicknames: Tez, T.K., Edge, Zedkiel
Age: Looks 20ish
Species: Jaguar
Family and Associations: Depends on which instance of Tez he turns out to be... :animesweat
Place of Origin: Myktlan


Physical Description: An obsidian-furred jaguar with sapphire blue eyes and golden hair, Tezkat sports boyishly handsome features and a lean, muscular physique. Despite iridescent blue and violet plumage, his wings (when he decides to show them) feature a more chiropteran skeletal structure. He smiles easily, displaying sharp white fangs.


History: Tezkat grew up in a primitive jungle. A runt surrounded by monsters, he learned to survive and compete with stronger creatures through stealth and trickery. Extremely bright, he demonstrated great talent for illusion and other mystic arts. As he matured, he discovered a darker power locked within him: the essence of Kh'rono, an enigmatic god of illusion and intrigue whose body comprises the primordial darkness between worlds, extending tendrils into mortal realms like an otherworldly puppeteer. The trials of his life peeled back layers of plots within plots, revealing the young jaguar to be an unwitting pawn of dark powers that be. But even a pawn can advance to rule... >:]


Personality: A vain and quixotic playboy, Tezkat appears remarkably laid back and utterly fearless, retaining his wry sense of humour even in the face of certain death. He treats life as little more than a game. Of course, all games must have rules. Tezkat has a resolute, if quirky, sense of law and order. He doesn't believe in fundamental rights to life, liberty, or the pursuit of similar nonsense by those lacking the strength or will to defend them, but he considers any rules he elects to follow as inviolate. On the other hand, he tends to follow letter rather than spirit and views all rules (including his own) as a challenge--an invitation to beat the system. He'll seek out the most "clever" solution to any problem even when (especially when) good, old-fashioned hard work would suffice.


Dueling Info: Tezkat loves to toy with his prey. Mere tests of strength cannot compare to the delicious entertainment of psychological warfare.

Tezkat's signature powers lie in metamorphosis--especially shaping his extradimensional essence, which is normally manifested by morphing the fingertips of his wings (six in total, not counting thumbs) into glowing black blades (or tendrils) that can slice through almost anything--even the fabric of reality. These extended limbs connect to the rest of his body extradimensionally and can physically detach to operate remotely. Furthermore, he can transform them into other physical objects or creatures. Even more dramatic, they can cast off their physical forms to slice through dimensions, becoming rifts that link known (visible or previously visited) locations or allow shadows of possible realities to intrude on our own (creating full-sensory illusions that cannot interact physically with the material world). In effect, splitting up his body gives him six morphable "pets" that can serve as weapons, creatures, portals, or illusionary effects. Subconscious fragments of his mind control them independently, but complicated or intelligent actions demand his conscious attention (leaving the rest of him to act on instinct).

He wields magic as well. However, spellcasting demands considerable concentration, and his otherworldly nature hinders the manipulation of elemental energies. He can create the illusion of greater power--additional phantom "damage" which disappears quickly even when victims fail to recognize its falsehood--but he generally employs magic more for battlefield control than dealing damage.

Exceptional manoeuvrability and multitasking define Tezkat's fighting style. He relies on superior speed and tactics to compensate for relatively unimpressive physical strength. He's fast. Unhindered by physiology, his blades/constructs are even faster, and they reform from physical injuries within moments unless parts are completely severed or destroyed. He otherwise regenerates too slowly to heal himself in battle and has only limited resistances to elemental/energy damage. Furthermore, systemic attacks (e.g. poison) or effects that normally target an entire person (e.g. slow/haste spells) affect all of his body no matter how split up it is.

He doesn't carry equipment, instead shaping whatever he needs on the fly.


Look okay? :3 I aimed for a succinct summary of his powers that would give potential opponents an idea how to beat him, but I can provide a lot more detail if needed...
The same thing we do every night, Pinky...