The Mad God's Masque and Bellicose Ball (OCC) (Taking New Submissions)

Started by Cogidubnus, July 16, 2008, 08:01:20 PM

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Heart of the Earth
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The End of the World
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Total Members Voted: 15

Cogidubnus


Sunblink

#31
Character Sheet's ready!

Name: Elizabeth Cassandra Imenwati-Jyraneth (also known as "Black Báthory")

Race: Succubus

Gender: Female

Species: Black-backed jackal

Physical Description: Elizabeth is a fairly beautiful Succubus; as a black-backed jackal she has pointed, strong features, with erect, tapered ears and an elongated, rigid muzzle. Although she is of small stature (standing at 5'5"), Elizabeth always seems to carry her build in a dignified, commanding manner, each of her steps sinewy and strong, and her posture emphasizing this demonstrated strength. Her physique is mostly concealed by the layers of voluminous clothing she wears, but she appears to be fairly athletic and sinewy. Elizabeth is predominantly monochromatic in color scheme, with black sufficing as the major background to her fur color, and different shades of gray and white present in her abstract markings. Her hair is long, reaching her shoulder-blades, but is perfectly interchangeable in length thanks to her inherent metamorphosis; its color a pristine alabaster. At mid-length, her hair coalesces from white to black like a gradient pattern. Elizabeth's wings are leathery and tremendous in size, with clawed, hooked appendages at the top knobs of her wings. The inner membranes of her wings are gray, decorated with white markings. On the backs of her wings are large, ornate white eyes, reminiscent of the illusory tricks utilized by gypsy moths.

Most of Elizabeth's markings are hidden by her clothing, but the visible slivers are abstract in shape, such as the white spot resting over her right eye, underlined by a curling sweep of gray. Her muzzle, throat, and most of her chest are gray, while her bosom is white; not much of her other markings can be seen. Nestled at Elizabeth's collarbone, just over the periphery of alabaster, is her clan marking, an angular white shape. Elizabeth's eyes are sea green. While her clan has an affinity for monochromatic colors, Elizabeth primarily wears vibrant dresses and gowns, accessorized by blue, purple, gold, and lavender, and large amounts of lace and frills. She also likes to wear more vibrant colors, as well. She usually designs her own clothing, and enjoys creating impressively elaborate outfits.

Elizabeth wears a black and mostly inconspicuous bodysuit (see Combat Abilities for more information) underneath her clothing. She always wears a golden wedding ring engraved with an obsidian version of her clan marking.

Combat Abilities:
Strengths: Extensive and manipulative control over darkness, shadows, and almost any type of darkness-oriented source; general Succubus abilities; visibility in complete darkness; teleportation through darkness; can materialize an ornate suit of armor to cover her bodysuit out of pure darkness, then neutralize it so it cannot be manipulated by anyone else; a lesser degree of shadow-armor which hugs her body tightly and allows easier mobility, but does not protect her as extensively as the heavier armor; extensive physical combat.

Weaknesses: Extreme sensitivity and weakness against concentrated types of light; cannot manipulate shadows or use them when there is none in the area (due to light), thus decapitating the majority of her more versatile darkness-oriented abilities; lack of experience in other fields of elemental magic; slight haemophilia (explanation provided below); clings to traditions and is futilely stubborn in her beliefs
- Elizabeth's Haemophilia: Normally, haemophilia creates such severe bleeding that people who are injured by relatively cuts can die from blood loss if left untreated. Elizabeth is able to prevent this, but only through intense dependence on spells which assist her blood clotting and keep her from bleeding her life out on the ground every time someone stabs her.

The magical spells Elizabeth uses to help her blood clotting are largely improvisational, and just help her from bleeding too excessively when in battle. Anything stronger would require a lot more time and effort to completely encompass her internal system. However, if Elizabeth bleeds a bit too much or fights are too prolonged, they make Elizabeth feel dizzy and disoriented as the spells struggle to hold her bleeding in place. Even with this assistance, Elizabeth will require actual medical attention or healing magic to stop the bleeding altogether and help her recover eventually, since the spells do not heal – they are simply an adequate prevention, and deteriorate if Elizabeth relies on them too much in an extended period of time. This is why she makes most of her battles as quick as possible and always protects most of her body.

Elizabeth also has below-average endurance when unarmored, at least for a Cubi, and bleeds more than the average Cubi. She is also very sensitive to pain. Extremely large wounds might overwhelm the spells temporarily, and might require a more conscious effort on Elizabeth's part to keep herself from dying.

Weapon - Disaster: Disaster is a refined glaive, and the mother weapon of its namesake series. All of Elizabeth's children were bestowed with weapons bearing similar names and designs, all of which were crafted by Elizabeth's husband, an expert blacksmith specializing in magical weaponry. As the original weapon, Disaster is understandably extraordinary in its abilities, although the experience and strength of its wielder effectively utilizes Disaster's capabilities.

In appearance, Disaster is an elongated glaive, about six feet in length, with an eighteen-inch, ornately shaped blade. The entirety of the weapon is utterly black, as though the glaive itself was crafted out of darkness, although the blade is of a slightly more distinguishable shade of black. The black of the blade transitions to white near the tip, almost reminiscent of a gradient effect. Engraved underneath the blade is a pearlescent duplicate of Elizabeth's clan marking. Other than the unusually monochromatic color scheme, Disaster is decidedly plain.

Disaster is, in actuality, laced with magical energy attuned to Elizabeth's special signature. Hence, it is responsive to her magical commands, and can be manipulated slightly in appearance and cast spells with more efficiency than when Elizabeth is unarmed. Largely, Disaster specializes in dark-oriented magic, or the manipulation and creation of darkness and shadows. Its appearance can be altered slightly, such as being able to slither like a snake, returning to Elizabeth's hand through teleportation (this is limited by distance), liquefying and reconstructing itself, sprouting spikes and extra blades, or a variety of other improvisational techniques. Elizabeth can also increase and decrease Disaster's length, but she is apparently restricted to extending the weapon to eight feet. Sometimes, Elizabeth can use Disaster's metamorphosis in more immediate situations, such as elongating the blade to deal more damage, or softening or crystallizing the blade. Elizabeth's darkness-armor functions in a similar way.

Disaster is not indestructible, nor is it perfect. It can be shattered, and while Elizabeth can restore the shards to its previous state, it is a painstaking process, depending on how many shards remain. If there aren't any shards, Elizabeth cannot piece Disaster back together.

History: Elizabeth was born a Cubi and raised a Cubi among the fanatical and monstrously violent Jyraneth Clan. From a young age she expressed interest in becoming a warrior, but due to her haemophilia, this sort of path was highly discouraged, even with the protection and magical antidotes provided which kept her from living in complete fragility. For a while, Elizabeth maintained a simpler profession on the side by sketching elaborate designs for clothing, jewelry, and other fashion accessories, and creating them, until she pursued her training after she grew her head-wings.

Elizabeth was a Jyraneth Raider, a killer of heretics, of relative notoriety. Her nickname, Black Báthory, was given to her due to her uniquely monochromatic coloration and as a play on the similarity of her name to that of the infamous countess, Elizabeth Báthory. Another similarity which attached Elizabeth to the countess was how Elizabeth coated herself in blood during her battles.

Elizabeth ended up meeting a blacksmith, Salem, and they married. All in all, Elizabeth had seven children. Around the time her first son, Noah, was born, Elizabeth retired from the Jyraneth Raiders and became a fashion designer. For a good time, she lived peacefully, until one of the sacred traditions of her clan was violated, supposedly becoming the precursor of the apocalypse. Noah disappeared in the following events, and Elizabeth, fretful over her son's whereabouts, donned her armor again and left her remaining children, Jasmine, Sierra, Esmeralda, Katherine, and Lianna, in Salem's company while she formed a small search party of slaves and Jyraneth Raiders. Almost desperately, Elizabeth and her companions searched the fringe of the mountain range – some of the search party members decided to return home when they decided the search was fruitless, but Elizabeth was determined to find her son.

Eventually, when Elizabeth gave up and returned, she found the clan sanctuary, Harla'Keth, had been decimated, its defenses inexplicably penetrated. Her home was destroyed, burned to the ground. Most of those who had returned early from the search party were dead. There was no sign of Lianna or Katherine, and everyone else in her family was dead. Elizabeth learned that it was the work of the Kamei'Sin Clan, Jyraneth Clan's foremost enemy, but could find no other information. When she searched Harla'Keth, she found nothing but ruins and corpses, but saw no sign of Jyraneth, the clan leader and tri-wing.

Since then, Elizabeth has been a drifter, wandering aimlessly for the past four hundred years. She typically disguises herself as a Demon and lives as a fashion designer, but still hangs on to most of the Jyraneth traditions, even as the world rapidly changes around her. Watching Beings, who had been treated as inferior creatures and slaves in her clan, dominate most of the world, has inured her to most of her beliefs, but out of stubbornness and the desire to preserve the vestiges of her clan, Elizabeth maintains, although futilely, her traditions. She had at first held out hope for the possibility of her two daughters' survival, but saw no sign of them. It was as though they had disappeared off the face of the world, just like her clan. Elizabeth had no choice but to resign herself to the inevitable, and lived in solitude, refusing to remarry or to procreate again. She felt it would tarnish her dear husband and children's memory; almost as though she was trying to replace them.

For a while, she had lived insularly in a city, living off of the money she made as a fashion designer, until one day a peculiar letter arrived in the mail...

Trivia:

-   In Jyraneth Clan, the family and clan name is always hyphenated to avoid confusion. The family name comes first, while the clan name is second.
-   Elizabeth's nose wrinkles distastefully and she sneezes when she sees an appalling example of fashion.
-   Elizabeth loves jewelry and precious gemstones – her favorite gemstone is the amethyst.

~Keaton the Black Jackal

SpottedKitty

And another character sheet...

--------------------

Name: Andrace Kithara
Age: 22
Race: Being
Species: Lion
Gender: Female

   Physical description

Height: 6' 6"
Weight: 220lb.
Build: Tall and muscular.
Eyes: Dark golden-brown.
Hair: Fiery red.
Fur Coloration: Tawny buff all over, lighter on front, with tail tuft the same colour as her hair.
Distinguishing features: A tall and statuesque lioness, Andrace looks like she could juggle Dragons. Her features are more striking than attractive, her hair is loose, shoulder length and usually at least a little untidy. The rest of her fur is well groomed, though. Andrace's favourite adventuring outfit is a jerkin, shirt and trousers in black/red leather and silk. Depending on what she's wearing (none are visible in the above outfit), some scars can be seen; on her right thigh, stomach, left forearm and back. There's a small silver ring with dangling spikes in her right ear.

   Biographical and general information

   History: One look at Andrace will tell you what she is: an adventurer. Andrace comes from the Kithara, a moderately successful extended family of adventurers (i.e. still alive and in one piece... mostly... by the time they retire). Trained by her family since she was old enough to stalk a Pygmy Shrew, Andrace learned a variety of weapon styles and fighting techniques.
By the time she was a teenager, she was coming along on some of her family's more straightforward jobs, and proved herself an effective and (when the mood — i.e. teen angst and hormones — struck her) a downright scary fighter. In the four years since she started out on her own, she's done a little bit of most things: courier, guard, bandit suppression, anti-critter patrols, bounty hunting, etc.

   Personality: Usually friendly and boisterous. Loud, even (especially after a drink or three). Not just the life and soul of the party, if she's really determined to have a good time she can be the regressed past lives and afterlife of the party as well. Occasionally feels the need to show off, usually when she's comfortable with family or friends. Can seem a bit flirty with friends, but isn't really serious about it. Most of the time. Can become quite ruthless if necessary: she's no dewy-eyed dreamer.

   Abilities: An experienced fighter, Andrace is at least somewhat competent with most types of weapon. If it has sharp pointy bits, can shoot, be thrown or or used to hit things (and people), she can pick it up and immediately start beating on some thoroughly deserving monster or rogue Creature. With her favourite sword, though, she's highly skilled.

Andrace has a small amount of magical talent. This limits what she can do, but she's concentrated on learning a few useful spells, e.g. fire-lighting, magical light, and low-level healing. This last is not enough to heal injuries completely, but it can reduce bleeding, pain, and the chance of infection.

   Weapons: Her favourite weapons are a large two-handed greatsword (a zweihänder) and, for longer ranges and those hard-to-shift critters, she also has a gun. Considering her size and strength, this almost counts as a small cannon. The ammo is expensive and hard to find, so Andrace only uses the gun very much as a last resort. Knives of various sizes are tucked away, often in the most surprising places, in her clothes. Some of them are shaped and balanced for throwing. Andrace doesn't wear armour, although her dense fur and usual leather jerkin do give some protection. She relies on agility and speed to avoid being injured, and stamina to keep going if she is. As a last resort, she'll use her claws and teeth to best effect.

   Strengths: Strong. Stamina by the bucketload. Quick-thinking and confident when she has to come up with a plan in a hurry.

   Weaknesses: Considering her height and muscles, Andrace is not most people's vision of "svelte and dainty". Her natural feline agility helps in small spaces, but she can get stuck if she's not careful. Sometimes jumps into things with great enthusiasm, but "makes it up as she goes along" to get out of them.

   Trivia: Andrace needs to watch her diet, she's one of those people who can gain a pound or two just by looking at a sticky sweet dessert. She also needs to exercise regularly to keep those muscles.
In addition to the knives intended as weapons, Andrace has a range of useful tools tucked away in hidden pockets all over her clothes: lockpicks, wires, saws, tiny blades etc. There's a lot of them. Not (quite) enough to give her clothes extra armour protection, but they are noticeably heavier than they should be, even after you take all the knives out.
Apart from her never-quite-tidy hair, Andrace is a little vain about her appearance. She's picked up several scars in her years of adventuring, but she's had most of them completely healed, apart from a few suitable to wrap a good yarn around. (One or two are in places only very close friends get to see...)

ENGLISH: A language that lurks in dark alleys, beats up other languages
and rifles through their pockets for spare vocabulary.


Cogidubnus


techmaster-glitch

Still working on Karazkt, I'm rewriting the profile, am having a little trouble with comp use, and if I have one of these 'muse' doohickies everyone's talking about, then mine's gone on a vacation to Siberia :B
Avatar:AMoS



e_voyager

Name: Aten Valmont
age : 22
Race: Feline

Gender: male

Species: (if applicable) being?

Family:
Cousin  Eurtan a gray feline half being half dragon,
Cousin Eskavar gray wolf  half being half demon,
uncle Eliander red scaled dragon full dragon

Physical Description:
   Hair: gray
   Eyes: Green
   Fur:gray fur orange tiger strips
   Height: 5' 11"
   Weight: about 225 Lbs.
   Attire:  dark blue vest and a silver tie.
   Accessories: sliver pendent with and e engraved on it.

Combat Abilities: decent combat abilities for a being. trained in hand to hand combat and  8 forms weapons combat including axes, swords broad and standard, knives bows and cross bows, staffs , maces and thrown weapons. he has also learned several offensive and defensive magic spell in the thunder and fire area.

History: Aten spent most of his life on the road with his parents traveling to many countries. they were dignitaries of their home country which Aten could not even remember seeing. at age 15 he finally convinced them he was able to stand on his own two feet and was enrolled in some noble school that his parent said was a family tradition. there he met Eskavar and Eurtan. when he discovered they were related he could not believe it at first. then when the summer break arriving and their uncle a huge red dragon appear to pick up the too they insisted he tag along and he comforted  his parents and learned  it was true. after that Aten  returned too school finished his studies he applied himself to all his classes with a made fever. his advance in combat were most striking and in only a year he was fight on equal terms with his two cousins though he never actually beat them. after graduation at age 21 he disappeared for a year telling his parents he was going on a voyage. he returned 1 month ago.

Trivia: Aten does not know how or why he was invited to this party but assumes there must be more family secrets to be found at this even and goes there skeptical and wit his eyes wide open.

note of interest his cousins held back on him for the first to years with his combat training both in school and during their summer sessions together that followed his first finding out they were actually related.

second note of interest aten was never told what he was after he found out he had and half demon and half dragon for family member. he still suspects that there is more to this then he's been told. because of this he assumes that he may be a being but that his true parent or parents may have given him up in disappointment for that very reason believing him not strong enough.
I thank Silver Fox and Tiger_T for the wonderful Yappies.  all around the universe powers learned to hiss and curse at this, my creation but am i real or pure creation?
 I'm never where i was, rarely where i want to be, but always were i am needed.
 this world is not my own. but some how i wish that i could belong. Blame It On Boxey

Azlan

#36
Quote from: Cogidubnus on July 18, 2008, 09:56:11 AM
I don't know where you got that idea, sir. You may do as you like, however.

Well then maybe I will try this then, I'll dust off this old character... he's not one of my favorites, but he may be fun here.


Name: Kiet'Jaer TiPaollo

Race: incubus

Gender: Male

Species: Ring-tailed Cat

Physical Description: Kiet is ash gray of fur with white face markings, muzzle, chin and front side.  His tail is striped black, as long as he is tall and very fluffy.  He has sandy brown head hair and wings, both of which have black tips and edges.  Kiet's eyes are a bright sea foam green color.  He stands about 5ft 4in.

His hair is kept normally rather short and somewhat wild and spiky.  It is immune to weather conditions and its "style" cannot be altered by comb, product or magic, nor does it seem to grow at all.  Kiet's hair has a tendency to accentuate sharp emotional outbursts such as fear, surprise, anger and joy.  Even after such displays, it returns to its normal wavy and spiky style.

Kiet'Jaer dresses for the occasion, but typically always with a flair for the arcane.  He is fond of capes, suits and the attire of a battle mage.  He tends to prefer dark blue as his color of choice; he is known to wear outfits in greens, purples, reds and blacks.

Kiet's wing tendrils have very draconic little heads

Combat Abilities:
Strengths: Kiet is very highly skilled in the arcane arts.  He is a trained battle mage from an order long since gone from the world.  He can cast spells from all areas, but he typically concentrates on protection and damaging spells when fighting.  Fireballs, Ice storms, lightning bolts, meteor storms, force missiles to Hell storm, phoenix rain and Blizzards; his spells range from personal to large area of effect.

Kiet is also well skilled in martial combat.  He can wield most weapons with skill, but bladed weapons are his favorite and speciality.  He does not typically wear much more then light armor in combat, but he is capable of doing so.

Weaknesses: Kiet'Jaer is particularly susceptible to chaos magic.  His magics are mostly order based and are quickly unraveled by chaos magic.  Too much chaos and he will lose the safe guards binding the soul of Paollo within him, allowing the ancient one to take over.  Kiet will eventually regain control, but not after Paollo, who is little more than destructive rage at this point, ravages all before him.

Kiet is highly susceptible to soliloquy.  He possesses the flaw of classic villains, the one of excessive wordiness and explanation.  He also tends to chatter a lot in general.  Crafty foes have learned to keep him talking or have found ways to get him to explain his crafty plans.  Kiet is more than happy to oblige, giving the person ample time to escape or take action necessary to disrupting Kiet's plans.

Weapon: Tekka Blade - a magical sword created by a long dead race of Mythos.  It appears as merely a sword hilt, a pommel and cross guard in its rest or off state. When the user concentrates, a shimmering blade will appear.  The energy blade glimmers and glistens like gemstone, its color based on the emotions of the user.  Blue for calm and peaceful users, red when filled with hate or anger, green when determined and aggressive, etc.  It is a magical amplifier and a weapon capable of penetrating armor and cutting stone.     

History: Kiet is the son of Illura Ariellana TiPaollo, Matron of Clan TiPaollo and Queen-Govenor of Xe'Pherion City, and grandson of Paollo himself.  Kiet rarely speaks of his past, preferring to forget those distant times.
 
During the early formation of Xe'Pherion city, at the dawn of the Great Clan wars, Kiet died.  He was slain by his own grandfather and Leader of his clan Paollo, who used his innocent soul as a conduit to absorb the entire clan's essences.  In a lust for power, Paollo had slain all but his own daughter to gather enough power to ascend to tri-wing status.  With this immense power,  Paollo destroyed the armies which sieged Xe'Pherion.  After defeating his foes, Paollo recanted what he had done in rage and desperation.  His foolish reach for power had destroyed his entire clan and claimed his heir.  In guilt, he "destroyed" himself releasing his massive store of power.  Much of it flowed into Illura, others rekindled the lives of the slain clan, and the rest flowed into Kiet.  The spirit of Paollo settled into Kiet to seal the wound in his soul that Paollo had rent in order to channel all the clan's souls and power.  Kiet was revived.  His mother used part of Paollo's power to tear the city from the surface of Furrae and place it aloft and bound herself to it.  On this day, clan Paollo became TiPaollo.

Kiet attended the ancient Academy of Sorcery, a place for Creatures and extremely talented Beings to learn the ancient magical arts.  The Academy was run by an Ancient Dragon called Hy'Rael.  It trained some of the world's most renowned wizards, sorcerers and battle mages.  Graduates of the Academy were highly placed among the kingdoms and empires of the time.  From there, Kiet has served the Great Council as a mage officer and eventually General of the Creature Armies.  This was during ancient times when the Council itself took an active role in the World's direction.  He was named by the Council, "The Greatest War Sorcerer of The Age", for his achievements leading the Guard in battle during the last of the Great Wars.

Trivia:
Kiet squeaks when he is especially happy or tickled.
Kiet loves any pastry which has banana in it, but something unfortunate always occurs when he eats them.
TiPaollo means "house of" Paollo, as the founder is no longer living
TiPaollo is the only known clan to have absorbed many lesser clans without founders and established lines of peerage and fealty among them.
Kiet is actually 75% ringtail and 25% fox
Kiet's favorite tea is Shiny Tea.


Edit: added url link in species area.
"Ha ha! The fun has been doubled!"

Sunblink

Hey, Azlan. I remember that character of yours!

It's good to see him again. :3 Elizabeth will be happy to see a fellow Cubi.

~Keaton the Black Jackal

Azlan

SAIA has hit one of the vacation points of the year, as it is a year round type institution.  His tenure is such that he isn't required to teach during any of the three week inter-sessions... which is good, because I was getting tired of his "three week intercourse" joke.

It certainly will be good for him to interact with another Cubi.
"Ha ha! The fun has been doubled!"

Cogidubnus


techmaster-glitch

#40
Hah! Finally got it done. Rewrote the profile from the Honor Circle to here, timming off alot of the excess details, but most of the stuff is the same (with a few minor tweaks). So far, I've only been using Karazkt in non-canonical RPs anyway, so I can change him all I want cuz he's not in the same continuity :D Probably the biggest change is that I'm completely dropping Karazkt's dual-natue Engineer and scout/explorer thing, cuz that doesn't make sense. Original profile (with justifications and explanations for various things) is here.


Name: Karazkt, aka EG-41-25
Nicknames: Bugger, Ant-boy, Gearbug, "I'm not your Queen, dammit!"
Race: Insectis
Gender: Male
Species: Engineer

Physical Description: Well, he's an Insectis, with a dull brown coloration. His form is very spindly, somewhat short (about five foot), and has an undersized stinger. Wears no clothing, but has a bandolier with all kinds of metalworking tools, as well as a pair of special opaque black goggles.

Combat Abilities: Karazkt isn't meant for fighting, but should such a situation arise, he doesn't fight directly. Rather, he uses a 20-foot tall deep-core heavy digging mech, the model of which he designed mostly himself.
-Digger mech: This is Karazkt's only real weapon, a massive, ultra-heavy-duty, steampowered clockwork digging, mining, and drilling mech. It normally serves as his vehicle and transportation, and he doesn't like to get out of it unless it's necessary. The mech is thickly armored with a special Insectis metal that his extremely resilient, tough, and usually nigh-impenetrable, colored orange-brown. The mech has short, stocky legs, a large slightly barrel-shaped torso, and disproportionately large arms. The arms contain all the tool components of the mech, like grinding saws, drills, scoops, clamp-claws, etc., and all can be folded back and swapped out with one another. The cockpit is a sunken bowl in the top of the torso, and on the control panels are many, many levers, valve wheels, and pressure gauges. The cockpit has metal dome-bubble cover that can slide over the cockpit. It has no viewports or windows, but is forged in a special way to allow limited infravision (explained below) through. The torso of the mech houses the boiler, engine, and some of the mechanisms that dive the mech. The boiler itself is powered by a permanent fire enchantment, but Karazkt can feed more fire magic from his antennae to two intake ports to 'overclock' the mech, giving it a quick boost. The mech also has specially enchanted pathways and focusing crystals, which means that Karazkt can cast magic into the intake ports as well, and the mech amplifies and redirects it, giving Karazkt's magic a boost.
-Insectis Senses: Karazkt's antennae, like all Insectis, are extremely sensitive multi-purpose primary sensory organs. The have a sort of 'sonar' ability through solid matter (generally underground rock) that lets him 'hear', 'see', and 'feel' everything around him. They are used exclusively for normal sound and scent, and they even have limited taste. As for his eyes, in addition to seeing normal light, he (and many other underground beasties) also have infrared thermal receptors in his eyes, effectively allowing him to see heat. However, he can never see both at the same time, and switching between the two can sometimes be problematic. In fact, the goggles he usually wears are specially made (actually standard-issue in his home hive, due to all the fires and furnaces) to block all normal light, but allow infrared to penetrate, similar to the dome on his mech, except these don't dull images like the mech does.
-Strengths: Karazkt and his mech both are unbelievably tough and resilient, able to withstand the worst the underground has to offer. His chitinous 'skin' is able to endure harsh conditions and is resistant to penetration or cutting, but can be crushed or magically damaged. The mech is tough and thick enough to shrug off nearly any physical attack, no matter how powerful, resistant to most direct damaging magic, and don't even get started on trying to use fire or heat against it, no matter the source (exception being the race that built the mech in the first place). The mech has enormous strength, as it's supposed to get through solid bedrock, and this can be increased further if Karazkt overclocks it. Throw in the tools actually used to dig and tunnel, and even Karazkt's ability to use powerful earth and fire magic through the mech, and you have a sheer engine of near-unstoppable destruction.
-Weaknesses: The mech is very large, and very, very heavy, with incredible inertia, meaning that the mech has very poor agility (though it can be somewhat fast when needed). This can be easily used against it by a small, fast, or agile opponent. While able to withstand high temperatures, it is, in fact, quite vulnerable to low temperatures. Heat, and therefore working energy, is sapped away from the engine, and if icing sets in, the mech will seize up. While Karazkt could conjure more fire and heat magic, he wouldn't be able to hold it for long. Karazkt himself would also become sluggish and weak. While Karazkt can overclock the mech, he only does it sparingly. Too much can damage the engine.

History: Karazkt, know by the designation EG-41-25, was born to the Engineer caste in the Insectis hive-city Zizidronacht, the Hive of Steam and Clocks. It is named so because the Queen of this hive-city is one with a mind of progress, thus she pushed her hive to develop steam-powered clockwork technology. This also led rise to an entirely new breed of Insectis, the Engineers. Karazkt is one of the most brilliant members, having personally designed a good number of Zizidronacht's machines.

Personality: Karazkt, in comparison to surface world standards, is as odd as they come. Of course, this is due to him being born in a race with radically different social and cultural norms. Like all 'lower' Insectis (non-Queens and some others), he is very mindful of his position and will serve his Queen (or any Queen higher) with unwavering loyalty and zeal, as well as hive hierarchy. He also performs mostly all his actions with a single-minded goal-driven will. He is actually very dependant on the hierarchy, and if deprived of it (like going to the surface), he would have great difficulty getting by day-to-day and dealing with unexpected events without orders. This leaves him with the distinctive and incredibly odd habit of finding the most regal-looking female he sees, and adopting her as his Queen (while still remaining loyal and performing any duties or assignments set to him by his original Queen). He would serve his surrogate Queen in the same ways he would his real one, and with the same extreme zealousness. While important in his own culture, it might not work out so well for someone from the surface...
Avatar:AMoS



Cogidubnus

Approved, Tech.

RP starts soon. Working on the intro post now.

Boog

Then I suppose I'm just in time then!

Name: Jeremiah Ac'Gregor

Race: Being

Gender: Male

Species: (if applicable) poisonous tree frog

Physical Description: A build more scrawny than wirey, shaggy brown hair, blotchy black and orange skin pattern with green eyes. Tends to slouch, more than a little jumpy, and has an overall animated personality.

Combat Abilities: In and of himself? Next to nil. Some minor skills with spells relating to illusions or hypnosis, and a knife that he's used maybe twice in his life in an offensive manner. When his curse kicks in, however, he can also age things with a touch, manipulate kinetic force, steal thoughts from someone's head (although he doesn't learn them himself) or command his very surroundings. Fortunately, when these abilities kick in his IQ is knocked down to approximately that of a turnip and aren't under his full control, so he isn't exactly looking to use his curse on purpose either.

History: Once upon a time, Jeremiah was a high school art teacher in a fairly nondescript multiethnic city. Unfortunately, multiethnic meant that when a student goes crazy it may be one of the ones with horns and big teeth. When the matter was done with and the bodies carried away they found Jeremiah unconscious in his classroom, the student (having been VERY surprised when her curse went awry and broke her arms) not too far away.
The curse, inexpertly cast, was meant to destroy and isolate the teacher, time robbing him of everything as he lost control over his life and went mad. Instead it created six personalities that quickly staked out portions of the poor man's skull and began fighting for control, furthering their own goals via the hapless frog and use of the magic that the curse siphoned from Jeremiah to keep itself going. These personalities were In, Nex, Plic, Cab, Bal, and Lunacy; In destroys, Nex isolates, Plic steals, Cab commands, Bal rots, and Lunacy warps. These six have been driving Jeremiah insane, both literally and figuratively, causing him to go a bit eccentric apart from the whole "people in his head talking to him" thing. He keeps going as best he can, if only on the basis that fate hates a moving target.
One of these eccentricies he's picked up would be the habit of wandering away from his home for months at a time. His most recent wandering brought him to Damaske castle, with no funds with which to get home or even to get lunch. Desperate to get home some point and, preferably, not starve, he found work at the castle helping in catering for some upcoming event. After all his recent troubles, something comparatively low-key is looking like a nice change...

Trivia: Jeremiah's good at coming off as funny and charming, with only a few of those little eccentricies showing up on occasion. Recently he's taken to minimizing those occasions using a mild narcotic made from a breed of semisentient mythos (or at least that's what he assumes; after all, anyone who spent their life savings on lotto tickets couldn't have been all that intelligent) that seems to quiet the voices for the most part. He's more than somewhat prejudiced against creatures, but is fine with individuals when he gets to know them.

llearch n'n'daCorna

Just to clarify here, Boog... by "steal thoughts from someone's head (although he doesn't learn them himself)" - does that mean that someone so affected no longer thinks that thought? Or just that someone else manages to listen in?

As in, is the process a read, or a write?
Thanks for all the images | Unofficial DMFA IRC server
"We found Scientology!" -- The Bad Idea Bears

Boog

More of an erase, really. The effected no longer thinks it. It usually targets surface memories as they're being accessed, although it can also go for other things than thoughts in a non-combat situation; Plic can only steal things without physical substance such as memories from your head, words from a book, impact from a speech, etc.

Cogidubnus

QuoteRecently he's taken to minimizing those occasions using a mild narcotic made from a breed of semisentient mythos

Dried frog pills, Boogey? :3

Approved.

On a less happy note, all my RP'ing is going to be on haitus for a week or so, due to circumstances I can't really control. I'm going to do my best to keep this downtime to a minimum - again, however, this isn't something I can prevent.
On the upside, I get to think of new horrible things to do to you all, so take heart!  >:3

Pagan

Anyone else notice how the guys outnumber gals about two-to-one?
Interesting dance partners, gotta say.
After a long time, some things change. Some things don't. And I still love Regina!

Cogidubnus

Your first post should be the receipt of your invitation, along with your arrival at Damaske station, by whatever means that would take.

Aisha deCabre

#48
Hope it ain't too late, but I've been SO tempted for a while to put up a profile for my favorite secondary character.  And well, since I couldn't write anything else for the moment, I thought, why the hell not. x3

Name : Rynkura Msh'taan

Race : Angel

Gender : Female

Species : White tiger

Physical Description : Rynkura is over 800 years old, but looks more like she's in her early 40's.  She also looks considerably strong, physically, taking on a somewhat stocky appearance for a female.  Her fur is a brilliant pearlescent white with bold, black stripes.  She's tall, a little over 6' with a headstrong and commanding demeanor to her.  Her hair is long and brilliantly white, tied into a braid that runs down the entire length of her back.  Her eyes are a deep emerald green, and she usually wears a robe with blue and white designs similar to the Mayans, the back of it trailing behind her and the front ending just below her knees.  She wears sleeves on her upper arms that aren't attached to the robe, with a clearly enchanted gem embedded in each, and there is a ring on the wedded finger of her left hand.  The combination of braid, blue and white colors, and bare feet are all characterizations of her founded branch of Healers.  She always carries a long wooden staff that has a soft blue glow, characterized by light magic enchantment with an orb on the top clutched in wooden talons.  As an Angel, she has wings, but would rather keep them hidden unless absolutely necessary.  When they are shown, they are large with white feathers and stripes just as bold as those on her body.  Traveling, she carries a short sword on her back.

Combat Abilities : Despite her affiliation with the discipline of healing, Rynkura has also trained most of her life to be a master swordswoman and knows how to use just about any kind of blade very well with quick reflexes.  She is also naturally inclined to the use of light magic, mostly channeling it towards healing and defense, although she has an arsenal of attacks that work against dark and shadow-elemental magic and can be considered holy-based as well.  Along with several light tricks, she also knows a few elemental things from channeling lightning to plenty of earth-based restraining and offensive attacks.  She is old and thus quite powerful, focused, and disciplined, possessing the natural ability of heightened senses like smell and hearing.  One would find it quite hard to sneak up on her.  If needed, she has the ability to fly using her wings and a combination of magic.

As for weaknesses, although Rynkura is strong, her offensive and defensive arsenal is almost entirely magic-based, and can be avoided by those who take preventive measures.  It is because of this that she has taken up the alternate skill of swordplay and similar fighting techniques with her staff.  She is fairly quick, but not blazingly fast, and so sometimes a quick thinker and mover could catch her off-guard.  Too many very powerful offensive spells in one long setting also tends to tire her out, so she has to think carefully about her pattern of attack.  In the air, she is swift, but not too maneuverable.  She has no practice in unarmed physical combat.

History : Not much is known about Rynkura's long life, but as much as she would tell you, she was raised in nobility and taught magic at an early age.  She never wanted to stay for too long with her family and left for a life of adventuring when she was in her mid-20's, taking various jobs and learning many skills, mostly excelling in the art of swordsmanship.  She had a long career as a paladin and became well-known in many areas for her deeds.  After a hundred or so years, she became something of a hermit and spent time away from society to develop her magic, becoming self-taught in item enchantment.  Often if an adventurer held something of light magic, chances were it came from Rynkura, sold through other sources, and over time her name was slowly forgotten.  Unlike the angels that she was raised with, she didn't wish for power through manipulation of others.  To further keep away from persecution of Beings, she started wearing charms to hide her wings and has done so ever since.

During an excursion in which she was called to help dispel a powerful demonic force (though it was unsure whether they were demons or mythos of a similar nature), the demons were conquered and their souls sealed in a blade which lay embedded in the soil of the land for a long time.  The energies emanating from it were so strong that nearby villages experienced horrible plague-like effects, also rendering the soil unable to grow anything.  With the help of the group of paladins she was with, she helped in containing the blade in a powerful sheath with properties that could reverse its dark energies into an unending source of light magic.  The effort was costly however, as all but one of the paladins fell victim to the demonic sword's influence, for it had the ability to effectively steal life force and even control those who try to hold it.  This event became one of the most horrid memories of her life, and yet she proudly keeps the sword safe as she was entrusted with it.  She married the surviving paladin, and though she never revealed what became of him, still wears her old wedding ring.

In her travels, she had decided finally to use her powers to further the business of healing, and made a working monastery out of the ruins of an old castle and standing cathedral in the Shadowed Depths.  For about 300 years she was also a trusted ally of a clan of adventurers whom she became very familiar with through their generations.  However that too would come to pass, as a demon clan whose name she always found as part of trouble in her years eventually picked off the entire line, bar for one family.  It was she who directed them to the village of Soldeluna for promise of isolation and safety.

Then came the catastrophe that would have ended the line of Cabre, if it were not for the fact that one child survived.  She raised the girl as a student and a sort of daughter--as she had never had children of her own--also seeing it as a duty to the line that she swore to protect.  To this day she keeps in contact with the surviving adventurer's child as help in her mission of vengeance while keeping things running at her monastery as it becomes better-known.

Trivia : Rynkura's favorite pastimes are reading and enchanting.  She claims to have come up with a way to enchant a weapon and never have it need recharging.
Ryn, although a devout follower of the code of Healers, isn't all peace and love.  She knows when to be kind and when to be cruel, whenever the need calls for it and when it would be better for everyone.  Very seldom has a decision ever been hard for her.
  Yap (c) Silverfoxr.
Artist and world-weaver.

Cogidubnus


Stygian

#50
Name: Elyse Amanda a'Dionysia Donovan

Race: Succubus

Gender: Female

Species: White-winged vampire bat

Physical Description: Tall, regal, long-limbed and athletic, Elyse has a smooth gracefulness and strength to her that is hard to miss. Wiry-strong, she is more muscular than her lithe and shapely figure hints at without examination. Her eyes are deep in her heart-shaped face, and oddly colored black with gold irises. Usually, she also wears a golden ring in each point-tipped ear, sometimes connected on the via a little golden chain to a ring in her nose on the left side, and keeps her equally golden hair, which is still darker than most of her fur, short in length. Though, of course, being a Succubus and thus a shapeshifter, this often changes. It is known that she has a few black, tribal-style markings on her body, though whether these are actual markings or tattoos is questionable. She tends to favor the colors white, black and gold in her choice of dress and accessory, often with religious motifs or icons. Her tentacle-wing heads have a somewhat canine appearance, with long snouts, but seem to borrow both from dragons and bats in appearance too, oddly. Her clan marking is an angular, white slash that nearly blends into her fur, right below her left breast.

Combat Abilities: Apart from being a Cubi, with all that entails in terms of abilities, Elyse appears to have a natural athleticism, stamina and strength that exceeds that of other Cubi of her (still relatively young) age. Her shapeshifting abilities are rather good, her mastery of humanoid and animal forms well-developed and her talent for mimicking personalities especially good, but she still has leagues to go when it comes to freely shaping her wing-tentacles for purposes of devastation, or taking on the shape of inanimate objects for longer times.
   Elyse's talent however, does not lie within her Cubi abilities. Nor within general magic, in which she is technically well-versed but certainly not strong, and where many creatures have an advantage over Cubi already. Instead, she has chosen to focus especially on her psychic abilities and related magic, having discovered a talent for thought- and mind-reading, and applied psionics already from a young age. Advancing from telepathy, dream-walking and hypnosis, she has begun taking great strides into telekinesis and more direct manipulation, and appears to possess quite some strength within these fields, strength which is growing.

History: Abandoned as an orphan, presumably because of her mother's inability to care for her, as a youth Elyse was left at and taken in by a convent belonging to the Church of The Martyr's Blood and raised under the tutelage and care of the clergy. Living under the restraint of Church formality and morality, and the distance from general populace, she was a reclusive youth even up until her early adulthood, having only books and repressed initiates for company. Initially taken for a Demon, and therefore at first accepted only out of duty and principle, her caretakers greatly emphasized piety and gentleness in her upbringing, attempting to suppress any possible violent Demonic character in her until able to send her off. As a result, both of this and of a certain cynicism and distance developed on her part as a natural ward to indoctrination, she grew up to become a largely chilly and highly analytical woman.
   When the priests and priestesses learned that their long-time protegé was in fact not a Demon, but a Succubus, their response was mixed. Overall though, it was seen as something of an improvement, although after she was allowed a position within the Church that had previously been unattainable to her, her training and tutelage immediately shifted in emphasis from philosophy, science and ethics, to harnessing and restraining her abilities. As a Cubi, she was valuable to the Church, which had long since created public relations and aid agreements with many cities and sovereignities, and a standing force of paladins and inquisitors to serve when called upon. But only so long as her abilities were kept in check. Dutifully acceding to the Church's request, she was placed in training under close supervision, and later transferred to serve in Corinth, a large western trade city.
   It was under the service of Deacon Laertes Melanthious, later Inquisitor Laertes Melanthious, that Elyse got her first real taste of civilization. Her talent for mind-reading and dissembling was picked up on early, and greatly used. And with her abilities, mostly restrained yet honed by her training, it was impossible for her not to get drunk upon the vitality of the city, and its people. While initially her moral shield held fast, she slowly lost herself in the scheming, the intrigue and everyday intricacies of relations there. A more emotional urge growing on her, she began using her abilities to a greater extent than she perhaps should have, searching out secrets and developing a strange fondness for the corruption that she could now invariably see everywhere, even within the Church itself. She faced penalties for abuse of her powers twice, and following restrictions, but these only made her crave the intrigue back until she was completely set free once more. And yet she still adhered to her old faith. Her position of power, the camaraderie and her innate need for some sort of spiritual foundation to cling to were more than enough reasons.
   Elyse learned of the lies that she served and had built her life upon when Inquisitor Melanthious later killed Giles Monterrey, a former Paladin of the Church, after following a trail of clues and inquisitorial orders. Hearing in detail the thoughts involved in that conflict, she managed to evade Laertes' attention, and escaped less than a week later, staging her own death. Since, she has periodically taken up small-time criminal activities, such as smuggling and espionage for pay, in between running and hiding, often using her shapeshifting and considerable skills to assume the identities and lives of surprisingly modest people. Her only traceable contacts are in the Mercenaries' Guild, where she is developing a slight reputation, both for good and ill. Yet, she is still running, having become skilled enough to see that there is still someone searching for her, and possibly monitoring her movements...

Trivia:
- Elyse is allergic to crustaceans.
- Sensitive both to high-pitched sounds and certain irritating modes of thought, Elyse can be prone to headaches, unless she has something to take her mind off them. She sometimes takes medication for this, but mostly blocks out thoughts and meditates to calm herself. Knowing full well her Cubi regenerative abilities, and seeming to have a disposition for it, she smokes and drinks too, when she finds it suitable.
- Elyse has a lovely singing voice, and what appears to be natural musical talent.
- The third of her names, a'Dionysia, is a clear reference to Elyse's mother's maiden name, the only real knowledge she has of her. She very, very rarely mentions this though.


Yes, I know. Shameless usage. I really hope you like the plot ties though. >:3

Cogidubnus


techmaster-glitch

#52
Just random info, but I actually had a longer intro post than what I've got up now. The problem is, it was FREAKING UNGODLY LONG :< and probably superfluous and unnecessary. What I've got up now? Basically a rewritten version of the last section of the original post I had. Which is why I didn't put it up, either way, the end result is the same, except one of them is brief and concise, and the other involves a lot of pointless storytelling, self-exposition, and (essentially) NPC dialogue. I was going to put it up after working on it for more than a day, and I nixed the whole thing because it seemed unpostable to me.

If anyone does want to see it, I can throw it up right here (since I've still got it saved on my comp), and if anyone wants me to actually put it back in IC...I guess I could do that. Like I said above, the end result of the post is the same either way.
Avatar:AMoS



Boog

Tech, has being really wordy stopped ANY of us from posting as we so pleased as of yet? Go nuts. It's not like we're going to run out of space.

techmaster-glitch

Avatar:AMoS



bill

Is this still open if I can get a profile written by tomorrow?

Azlan

The Azlan is having internet problems.  I am down to my laptop and I am not fond of the bugger, so my responses will be delayed a bit.
"Ha ha! The fun has been doubled!"

e_voyager

i am having care trouble so i'm not making it home every night. also i hope that my post is acceptable and does not step on any toe. ( will edit if it does) 
I thank Silver Fox and Tiger_T for the wonderful Yappies.  all around the universe powers learned to hiss and curse at this, my creation but am i real or pure creation?
 I'm never where i was, rarely where i want to be, but always were i am needed.
 this world is not my own. but some how i wish that i could belong. Blame It On Boxey

Cogidubnus

You're not stepping on my toes, E, but you've jumped the gun a little bit. The ball hasn't started for any else yet, so, you might be waiting awhile for the rest of us to 'catch up', as it were.

e_voyager

ah i musty has described it wrong as i meant to give the impression i was in the train station watching the new arrives looking for some clue as too who was giving them ball and following them to find out more. but that the dragons were well they caught my attention as it were. i'm guessing my comment about formal attire is were i went wrong.?
I thank Silver Fox and Tiger_T for the wonderful Yappies.  all around the universe powers learned to hiss and curse at this, my creation but am i real or pure creation?
 I'm never where i was, rarely where i want to be, but always were i am needed.
 this world is not my own. but some how i wish that i could belong. Blame It On Boxey