Legend of the Slayers
- [sage]
- Member
- Posts: 18311
- Joined: Wed Dec 20, 2000 2:00 am
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- Contact:
Legend of the Slayers
Well the forum's dead, but I had this idea and felt like posting it.
Ever since ancient times, Monsters roam the wilds. Man managed to tame some of it and carve a niche for himself in the dangerous world, but the wilds are still untamed, filled with monsters and primal magics. Lost civilizations can be found amongst the wilds with unclaimed treasures for the taking... if you're brave enough to try. Enter the Slayers. Warriors armed with their wits, whatever weapons they can find, and possessing some fraction of the art of magic. These brave souls fend off the wilds from civilization and spearhead forays into the wilds to discover what's out there.
Signups
Name:
Age:
Sex:
Appearance: What do you look like?
Circumstances: I don't need a long backstory, just tell me where your character is at right now in one paragraph or less.
Traits: Pick three non magical things your character is better than average at, and one thing he's bad at.
Magic: Pick three perks from the following list.
Aeon: An aeon is a magical beast, spirit, demon or object that you've formed a pact with, or bound against its will. A character with an Aeon does not age while it still lives and is bound to you. You also gain the ability to draw from its inherant magical energy, making any spells you cast much stronger and less tiring. Aeons, even objects are sentient with a will of its own. They must do what you say, but may try and twist that to your disadvantage. Sentient objects are typically magical spirits bound to an object, but may really be inanimate objects made sentient through some kind of magic.
If you have an Aeon (you can have up to two at start), fill out this form.
-----------
Aeon's Name:
Bio: Provide a brief description of its appearance and personality, and how you came to the pact with it.
Natural School: Aeons typically have very powerful control over one or more of the schools. Aeons have the equivalant of 6 levels among the schools, and may use all of them in one school. If you choose an enslaved aeon, it gets 8 levels.
Bond: Describe whether you have a willing bond (called a pact with it) or if you enslaved it through magic (called binding an Aeon). Bound aeons are stronger but less trustworthy.
In addition, all aeons have a symbol of their pact with you. This has a physical form of some kind, whether it be an object, a place, a marking or tatoo among yours and its body, etc. If the aeon destroys the bond, they die, if something else does, its released from its bondage.
-------------
Magical Power: You have four Power levels in the magical schools. There are 8 schools in total. Level 1-2 is an apprentice. Level 3-5 is powerful but still limited in scope. Level 7-9 is extremely powerful, and Level 10 is total mastery of a school. You can learn up to 5 levels in any one school for right now. You can take this up to three times at signup.
Abjuration: Defensive, healing and warding magic.
Conjuration: Summoning and teleportation magic.
Divination: Detection, scrying and communication magic.
Enchantment: Mind control magic.
Evocation: Combat and energy or element based magic.
Illusion: Magic to decieve or trick the senses.
Necromancy: Magic to control life and death. Also includes magical curses, and toxins.
Transformation: Magic that changes and alters time and space.
Magical Artifact: You have access to an item of power. This is different from your average encanted item. An artifact has a commanding presence, invoking emotion and an aura of power to those who see it. You can define the power, or you can decide you don't know what it does. It'll be more powerful this way, but you don't quite know how to use it.
Conflict Rules
--------------
Combat (and other conflicts) aren't based on stats, instead, we take turns narrating for the advantage. You win the combat when your advantage is 10 points greater than your opponents. I describe the situation, you decide what you are doing or trying to do. I narrate what your opponents do, and how they turn it around (or don't), and give each side a bonus to their Combat Advantage). When its your turn, you narrate what you do in response to your opponent and how you try and turn it around.
Your score increases based on how cleverly you act, how well you use your magics, resources, allies and talents you have at your disposal. Feel free to steal crap from movies, books, anime, games or whatever else you feel like. I'm also not grading based on how good your writing is, just how interesting your ideas are and whether I think they'd lead to a better advantage.
Until your combat advantage is 10 points higher, you can't narrate dealing lethal damage, or killing your opponent, instead narrate causing setbacks, narrow misses, stumbles, positional advantages, and things like that. The exception is hordes of bad guys which are individually worthless, but are a threat as a group.
Magic Rules
-----------
1. Magic requires spoken words, and touch or gestures. The words and gestures are a method of controlling the energy and for mental concentration of the caster. You can make up gibberish words, keep it simple, make up incantations, steal incantations or other stuff that sounds magical from games or fiction, or speak normally in order to invoke your magic. Casting without gestures or words requires a greater level of power and concentration. The spell is effectively higher level than it would otherwise be.
2. When you cast a spell, describe your casting ritual in your narration and what you intend the spell to accomplish. I'll describe its affects and after-effects.
3. Casting spells fatigues you. You can make an effect from one of the 8 schools below the level of magical power you have in that school without seriously affecting your energy, but casting something at your power level tires you out. Continuing to cast spells beyond the point of exhaustion may lead to death.
4. In addition to magical gestures and incantations, mages can use objects to focus their energy. Some focuses increase the power of the spell, while others conserve energy.
5. If you intend to be a combat mage, Abjuration and Evocation are vital. All of the other schools are useful as well.
6. If a character does not possess the means to deal with a spell, than he cannot win. An explosive fireball against an ordinary person with no cover to absorb the blast is instant death. Slayers and Mages are consierably more powerful than your average person.
That's it. Go ahead and we'll get started as soon as someone signs up.
Ever since ancient times, Monsters roam the wilds. Man managed to tame some of it and carve a niche for himself in the dangerous world, but the wilds are still untamed, filled with monsters and primal magics. Lost civilizations can be found amongst the wilds with unclaimed treasures for the taking... if you're brave enough to try. Enter the Slayers. Warriors armed with their wits, whatever weapons they can find, and possessing some fraction of the art of magic. These brave souls fend off the wilds from civilization and spearhead forays into the wilds to discover what's out there.
Signups
Name:
Age:
Sex:
Appearance: What do you look like?
Circumstances: I don't need a long backstory, just tell me where your character is at right now in one paragraph or less.
Traits: Pick three non magical things your character is better than average at, and one thing he's bad at.
Magic: Pick three perks from the following list.
Aeon: An aeon is a magical beast, spirit, demon or object that you've formed a pact with, or bound against its will. A character with an Aeon does not age while it still lives and is bound to you. You also gain the ability to draw from its inherant magical energy, making any spells you cast much stronger and less tiring. Aeons, even objects are sentient with a will of its own. They must do what you say, but may try and twist that to your disadvantage. Sentient objects are typically magical spirits bound to an object, but may really be inanimate objects made sentient through some kind of magic.
If you have an Aeon (you can have up to two at start), fill out this form.
-----------
Aeon's Name:
Bio: Provide a brief description of its appearance and personality, and how you came to the pact with it.
Natural School: Aeons typically have very powerful control over one or more of the schools. Aeons have the equivalant of 6 levels among the schools, and may use all of them in one school. If you choose an enslaved aeon, it gets 8 levels.
Bond: Describe whether you have a willing bond (called a pact with it) or if you enslaved it through magic (called binding an Aeon). Bound aeons are stronger but less trustworthy.
In addition, all aeons have a symbol of their pact with you. This has a physical form of some kind, whether it be an object, a place, a marking or tatoo among yours and its body, etc. If the aeon destroys the bond, they die, if something else does, its released from its bondage.
-------------
Magical Power: You have four Power levels in the magical schools. There are 8 schools in total. Level 1-2 is an apprentice. Level 3-5 is powerful but still limited in scope. Level 7-9 is extremely powerful, and Level 10 is total mastery of a school. You can learn up to 5 levels in any one school for right now. You can take this up to three times at signup.
Abjuration: Defensive, healing and warding magic.
Conjuration: Summoning and teleportation magic.
Divination: Detection, scrying and communication magic.
Enchantment: Mind control magic.
Evocation: Combat and energy or element based magic.
Illusion: Magic to decieve or trick the senses.
Necromancy: Magic to control life and death. Also includes magical curses, and toxins.
Transformation: Magic that changes and alters time and space.
Magical Artifact: You have access to an item of power. This is different from your average encanted item. An artifact has a commanding presence, invoking emotion and an aura of power to those who see it. You can define the power, or you can decide you don't know what it does. It'll be more powerful this way, but you don't quite know how to use it.
Conflict Rules
--------------
Combat (and other conflicts) aren't based on stats, instead, we take turns narrating for the advantage. You win the combat when your advantage is 10 points greater than your opponents. I describe the situation, you decide what you are doing or trying to do. I narrate what your opponents do, and how they turn it around (or don't), and give each side a bonus to their Combat Advantage). When its your turn, you narrate what you do in response to your opponent and how you try and turn it around.
Your score increases based on how cleverly you act, how well you use your magics, resources, allies and talents you have at your disposal. Feel free to steal crap from movies, books, anime, games or whatever else you feel like. I'm also not grading based on how good your writing is, just how interesting your ideas are and whether I think they'd lead to a better advantage.
Until your combat advantage is 10 points higher, you can't narrate dealing lethal damage, or killing your opponent, instead narrate causing setbacks, narrow misses, stumbles, positional advantages, and things like that. The exception is hordes of bad guys which are individually worthless, but are a threat as a group.
Magic Rules
-----------
1. Magic requires spoken words, and touch or gestures. The words and gestures are a method of controlling the energy and for mental concentration of the caster. You can make up gibberish words, keep it simple, make up incantations, steal incantations or other stuff that sounds magical from games or fiction, or speak normally in order to invoke your magic. Casting without gestures or words requires a greater level of power and concentration. The spell is effectively higher level than it would otherwise be.
2. When you cast a spell, describe your casting ritual in your narration and what you intend the spell to accomplish. I'll describe its affects and after-effects.
3. Casting spells fatigues you. You can make an effect from one of the 8 schools below the level of magical power you have in that school without seriously affecting your energy, but casting something at your power level tires you out. Continuing to cast spells beyond the point of exhaustion may lead to death.
4. In addition to magical gestures and incantations, mages can use objects to focus their energy. Some focuses increase the power of the spell, while others conserve energy.
5. If you intend to be a combat mage, Abjuration and Evocation are vital. All of the other schools are useful as well.
6. If a character does not possess the means to deal with a spell, than he cannot win. An explosive fireball against an ordinary person with no cover to absorb the blast is instant death. Slayers and Mages are consierably more powerful than your average person.
That's it. Go ahead and we'll get started as soon as someone signs up.
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.
- KirbyBoy2000
- Member
- Posts: 6090
- Joined: Wed Jul 05, 2000 1:00 am
Name - Gavain Selais
Age - 22
Sex - Male
Appearance - Is somewhat tall and with an average build. Has short brown hair and green eyes. Wears fairly simple clothes.
Circumstances - Went off into the wild in search of both adventure and the hope for wealth. Currently travelling through a forest thinking there might be something good somewhere in it or nearby.
Traits - Good at Archery, Knowledge of Survival, Knowledge of Nature/Geography, Poor in close combat.
Magic - 1 Aeon, 4 levels of magic, 1 Artifact.
Magic: Divination (2), Abjuration (2)
Aeon
Name : Atlier
Bio : A spirit that takes the form of a small golden bird. Atlier is arrogant, somewhat rude, and wants to prove his strength; considering the fact he has to do so with Gavain as a handicap of sorts. He joined in a pact with Gavain willingly without saying much of a reason, though if asked he'd probably say out of pity.
Natural School - Evocation (5), Abjuration (1)
Bond: Pact
The symbol of the pact is two red dashes that form together at a point, like a pair of wings. It was placed on his forehead by Atlier so everyone would be able to see it.
Artifact - A silver pendant with a red gem embedded in it. Gavain came across it early on; in one of the first times he went exploring some ruins. Of what little was there, the Pendant struck him as special for some reason so he kept it. Despite his efforts he's unable to tell what if anything it does.
Age - 22
Sex - Male
Appearance - Is somewhat tall and with an average build. Has short brown hair and green eyes. Wears fairly simple clothes.
Circumstances - Went off into the wild in search of both adventure and the hope for wealth. Currently travelling through a forest thinking there might be something good somewhere in it or nearby.
Traits - Good at Archery, Knowledge of Survival, Knowledge of Nature/Geography, Poor in close combat.
Magic - 1 Aeon, 4 levels of magic, 1 Artifact.
Magic: Divination (2), Abjuration (2)
Aeon
Name : Atlier
Bio : A spirit that takes the form of a small golden bird. Atlier is arrogant, somewhat rude, and wants to prove his strength; considering the fact he has to do so with Gavain as a handicap of sorts. He joined in a pact with Gavain willingly without saying much of a reason, though if asked he'd probably say out of pity.
Natural School - Evocation (5), Abjuration (1)
Bond: Pact
The symbol of the pact is two red dashes that form together at a point, like a pair of wings. It was placed on his forehead by Atlier so everyone would be able to see it.
Artifact - A silver pendant with a red gem embedded in it. Gavain came across it early on; in one of the first times he went exploring some ruins. Of what little was there, the Pendant struck him as special for some reason so he kept it. Despite his efforts he's unable to tell what if anything it does.
- [sage]
- Member
- Posts: 18311
- Joined: Wed Dec 20, 2000 2:00 am
- Location: Florida
- Contact:
- SephirothKirby
- Member
- Posts: 7510
- Joined: Mon Sep 04, 2006 11:34 pm
- Location: the one and only
- Has thanked: 7 times
- Been thanked: 16 times
Diego Brangwin
Age: 26
Sex: M
Appearance: Stands around six feet, with long, unruly blonde hair. Beautiful cyan eyes. He wears a mustard colored jacket that matches his pants over a black sleeveless shirt.
Circumstances: Diego Brangwin was born a cold blooded killer. All of his life he's had a twisted view on life, getting a sick twisted pleasure out of torturing other living things. His mother passed away at a young age, and at the age of 17 he ended his father's life by his own hand...But he always thirsted for more. Unfortunately, he discovered magic, and immediately took a liking to the destructive power. Now that he's an apprentice magician, his greed his driving him to learn the most powerful, even forbidden spells. Chaos is fun, isn't it? He wandered the world for a while, and eventually stumbled upon the Slayers. Hey, killing things is fun, why not be supplied with merchandise for it? He refuses to cooperate with other Slayers. Diego has a superiority complex, and as such, he is currently looking for other Aeon users to prove his dominance, and to become the strongest- He doesn't care where he ends up.
Traits:
[Quick Learner]
[Fast Reflexes]
[Improved Blocking]
[Social Ineptitude]
(2) Conjuration; (2) Evocation
XXI - The World
Appearance: A flesh coloured humanoid shape, with a head that comes to a sharp point at the top, almost triangular. Very muscular, it has a gray plates on its shins, and forearms, and tubes that go from the back of its neck to a strange box on it's back.
Bio: The Brangwin line has had a strong history of aeons, although more recently it hasn't been applied. When he summoned his Aeon, it agreed to serve him under the circumstance that it is used for destruction. It is generally very quiet and serious, and is generally cynical.
Natural School: (6) Transformation
Bond: Pact
Sign: A star shaped tatoo on the left shoulder.
Returning Knives
A set of two dozen knives in two groups in the right pocket of Diego's jacket. They pierce flesh very easily, and through lighter armors. After thrown, they will reappear in the jacket when he snaps his fingers, regardless of distance.
(amidoinitrite)?
Age: 26
Sex: M
Appearance: Stands around six feet, with long, unruly blonde hair. Beautiful cyan eyes. He wears a mustard colored jacket that matches his pants over a black sleeveless shirt.
Circumstances: Diego Brangwin was born a cold blooded killer. All of his life he's had a twisted view on life, getting a sick twisted pleasure out of torturing other living things. His mother passed away at a young age, and at the age of 17 he ended his father's life by his own hand...But he always thirsted for more. Unfortunately, he discovered magic, and immediately took a liking to the destructive power. Now that he's an apprentice magician, his greed his driving him to learn the most powerful, even forbidden spells. Chaos is fun, isn't it? He wandered the world for a while, and eventually stumbled upon the Slayers. Hey, killing things is fun, why not be supplied with merchandise for it? He refuses to cooperate with other Slayers. Diego has a superiority complex, and as such, he is currently looking for other Aeon users to prove his dominance, and to become the strongest- He doesn't care where he ends up.
Traits:
[Quick Learner]
[Fast Reflexes]
[Improved Blocking]
[Social Ineptitude]
(2) Conjuration; (2) Evocation
XXI - The World
Appearance: A flesh coloured humanoid shape, with a head that comes to a sharp point at the top, almost triangular. Very muscular, it has a gray plates on its shins, and forearms, and tubes that go from the back of its neck to a strange box on it's back.
Bio: The Brangwin line has had a strong history of aeons, although more recently it hasn't been applied. When he summoned his Aeon, it agreed to serve him under the circumstance that it is used for destruction. It is generally very quiet and serious, and is generally cynical.
Natural School: (6) Transformation
Bond: Pact
Sign: A star shaped tatoo on the left shoulder.
Returning Knives
A set of two dozen knives in two groups in the right pocket of Diego's jacket. They pierce flesh very easily, and through lighter armors. After thrown, they will reappear in the jacket when he snaps his fingers, regardless of distance.
(amidoinitrite)?
- [sage]
- Member
- Posts: 18311
- Joined: Wed Dec 20, 2000 2:00 am
- Location: Florida
- Contact:
I need a better description of your aeon than that. What does it look like? What's its personality, since it can communicate with you.
Also, I need your current circumstances, as in what your character is doing now. Like how KB says he's travelling in a forest looking for something.
And you can make your artifact more powerful than that. Returning knives are a fairly standard type of magical item. It's fine if that's all you want, just offering it.
Also, I need your current circumstances, as in what your character is doing now. Like how KB says he's travelling in a forest looking for something.
And you can make your artifact more powerful than that. Returning knives are a fairly standard type of magical item. It's fine if that's all you want, just offering it.
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.
-
- Member
- Posts: 4659
- Joined: Tue Sep 18, 2001 1:00 am
- Location: A generic place such as a house
- Contact:
Signups
Name: Ganfren Anderlo
Age: 19
Sex: Male
Appearance: Ganfren is a little smaller than the average male, about 5'5" and is rather skinny weighing about 135 pounds. He has pale white skin, short black hair and brown eyes. He wears a white jacket over his casual shirt and jeans.
Circumstances: Ganfren has studied the art of botany and alchemy since he was young. Going on his 13th year, Ganfren continues to study the plants around him in an effort to create medicines. However Ganfren has become more desperate to create medicine for his fiance, Ariel Lyson, has been in the hospital for nearly six months. Diagnosed with an unknown disease that appears to sap his fiance's life away, Ganfren has traveled to the tropics south of the Slayer's operating facility in search for more research on a cure.
Traits:
- Has survival instincts which can cover hunting, killing, and gathering food and materials for creating a camp as well as finding special herbs in the wilderness.
- Effective at creating weapons or medicines with the use of his flasks while creating experiments.
- Has great stamina, allowing Ganfren to travel great distances in a day's time.
- Ineffective at lifting extremely heavy objects, can be overpowered in fights with powerful opponents.
Magic: Divination(2), Enchantment(2)
Aeon: An aeon is a magical beast, spirit, demon or object that you've formed a pact with, or bound against its will. A character with an Aeon does not age while it still lives and is bound to you. You also gain the ability to draw from its inherant magical energy, making any spells you cast much stronger and less tiring. Aeons, even objects are sentient with a will of its own. They must do what you say, but may try and twist that to your disadvantage. Sentient objects are typically magical spirits bound to an object, but may really be inanimate objects made sentient through some kind of magic.
If you have an Aeon (you can have up to two at start), fill out this form.
-----------
Aeon's Name: Hess
Appearance: Hess is a black wolf that is quite strong and very fast. The most notable feature as depicted by Ganfren is the wolf's ability to detect materials or danger with the use of its powerful nose.
Bio: While traveling in a forest one day Ganfren was attacked by a wolf in surprise. Before Ganfren had time to react he was already pinned to the floor with the wolf on him. With the wolf drawing ever closer to gnawing him to death, Ganfren had no choice but to attempt to alter the creature's mind. Fortunately Ganfren was able to enslave the creature which ultimately saved his life.
Ganfren was reluctant to release the creature from its imprisonment at first because he was afraid the wolf would attack him again. However, as days passed the thought of releasing the wolf hadn't struck his mind. After learning of the wolves' strong sense of detecting rare herbs for his research, Ganfren was able to advance his research at a much faster, yet more alarming rate.
Natural School: Conjuration(3), Divination(3), Evocation(2)
Bond: Enslaved Bond
Symbol: A black spiked collar surrounds Hess as a device to enslave the creature. Ganfren has the ability to send a jolting shock through the collar if Hess acts up but ultimately can not determine if the collar is a powerful enough seal to contain the creature.
Magical Artifact: Flash of the Researcher- A flask crafted by a very durable glass that seems to be unbreakable. During his experiments, items added inside the flask seemed to have resulted in more powerful creations though for as many experiments succeeded within the flask just as many had failed. Despite his failures, Ganfren still strives for mastery over this mysterious flask.
Name: Ganfren Anderlo
Age: 19
Sex: Male
Appearance: Ganfren is a little smaller than the average male, about 5'5" and is rather skinny weighing about 135 pounds. He has pale white skin, short black hair and brown eyes. He wears a white jacket over his casual shirt and jeans.
Circumstances: Ganfren has studied the art of botany and alchemy since he was young. Going on his 13th year, Ganfren continues to study the plants around him in an effort to create medicines. However Ganfren has become more desperate to create medicine for his fiance, Ariel Lyson, has been in the hospital for nearly six months. Diagnosed with an unknown disease that appears to sap his fiance's life away, Ganfren has traveled to the tropics south of the Slayer's operating facility in search for more research on a cure.
Traits:
- Has survival instincts which can cover hunting, killing, and gathering food and materials for creating a camp as well as finding special herbs in the wilderness.
- Effective at creating weapons or medicines with the use of his flasks while creating experiments.
- Has great stamina, allowing Ganfren to travel great distances in a day's time.
- Ineffective at lifting extremely heavy objects, can be overpowered in fights with powerful opponents.
Magic: Divination(2), Enchantment(2)
Aeon: An aeon is a magical beast, spirit, demon or object that you've formed a pact with, or bound against its will. A character with an Aeon does not age while it still lives and is bound to you. You also gain the ability to draw from its inherant magical energy, making any spells you cast much stronger and less tiring. Aeons, even objects are sentient with a will of its own. They must do what you say, but may try and twist that to your disadvantage. Sentient objects are typically magical spirits bound to an object, but may really be inanimate objects made sentient through some kind of magic.
If you have an Aeon (you can have up to two at start), fill out this form.
-----------
Aeon's Name: Hess
Appearance: Hess is a black wolf that is quite strong and very fast. The most notable feature as depicted by Ganfren is the wolf's ability to detect materials or danger with the use of its powerful nose.
Bio: While traveling in a forest one day Ganfren was attacked by a wolf in surprise. Before Ganfren had time to react he was already pinned to the floor with the wolf on him. With the wolf drawing ever closer to gnawing him to death, Ganfren had no choice but to attempt to alter the creature's mind. Fortunately Ganfren was able to enslave the creature which ultimately saved his life.
Ganfren was reluctant to release the creature from its imprisonment at first because he was afraid the wolf would attack him again. However, as days passed the thought of releasing the wolf hadn't struck his mind. After learning of the wolves' strong sense of detecting rare herbs for his research, Ganfren was able to advance his research at a much faster, yet more alarming rate.
Natural School: Conjuration(3), Divination(3), Evocation(2)
Bond: Enslaved Bond
Symbol: A black spiked collar surrounds Hess as a device to enslave the creature. Ganfren has the ability to send a jolting shock through the collar if Hess acts up but ultimately can not determine if the collar is a powerful enough seal to contain the creature.
Magical Artifact: Flash of the Researcher- A flask crafted by a very durable glass that seems to be unbreakable. During his experiments, items added inside the flask seemed to have resulted in more powerful creations though for as many experiments succeeded within the flask just as many had failed. Despite his failures, Ganfren still strives for mastery over this mysterious flask.
- [sage]
- Member
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- Joined: Wed Dec 20, 2000 2:00 am
- Location: Florida
- Contact:
How did you alter his mind with no enchantment magic? That aeon probably would've killed you if it had the jump on you. If it became an aeon after you enchanted, that's fine, but you still had no magic to enchant it with. An artifact could've done it, but not with those powers.
Looks good otherwise. The powers don't match up with the story though.
Looks good otherwise. The powers don't match up with the story though.
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.
-
- Member
- Posts: 4659
- Joined: Tue Sep 18, 2001 1:00 am
- Location: A generic place such as a house
- Contact:
- SephirothKirby
- Member
- Posts: 7510
- Joined: Mon Sep 04, 2006 11:34 pm
- Location: the one and only
- Has thanked: 7 times
- Been thanked: 16 times
- Random User
- Member
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Name: Kayne
Age: 20
Sex: Male
Appearance: Wears a plain black sweatshirt and baggy pants. Has black hair and red eyes. about 5'6" at 168 lbs.
Circumstances: Kayne lost his parents at the early age of 5. As a child he trained himself in the art of close combat, particularly swords. He always had trouble swimming and is quick to anger. He doesn't talk much and has few aquantinces. He is currently training at his favorite spot, The Forest of Darkness.
Traits:
-Exellent with swords
-Smart, and quick thinker
-Knowledgeable
-Bad at ranged attacks
Magic: Abjuration(3), Divination(3)
Aeon-
Name:Spawn of Hell
Bio: A small, 3'3" demon equiped with a pitchfork. He has a black figure with bat wings. Kayne came across him in the Forest of Darkness while training and saved him from a pack of killer wolves.
Natural School: Necromancy(3)
Bond: Pact
Symbol: A flaming skull on both of it's arms
Artifact: A ruby given to him at the age of 3. This ruby has the ability to shoot 2 fireballs per second.
Age: 20
Sex: Male
Appearance: Wears a plain black sweatshirt and baggy pants. Has black hair and red eyes. about 5'6" at 168 lbs.
Circumstances: Kayne lost his parents at the early age of 5. As a child he trained himself in the art of close combat, particularly swords. He always had trouble swimming and is quick to anger. He doesn't talk much and has few aquantinces. He is currently training at his favorite spot, The Forest of Darkness.
Traits:
-Exellent with swords
-Smart, and quick thinker
-Knowledgeable
-Bad at ranged attacks
Magic: Abjuration(3), Divination(3)
Aeon-
Name:Spawn of Hell
Bio: A small, 3'3" demon equiped with a pitchfork. He has a black figure with bat wings. Kayne came across him in the Forest of Darkness while training and saved him from a pack of killer wolves.
Natural School: Necromancy(3)
Bond: Pact
Symbol: A flaming skull on both of it's arms
Artifact: A ruby given to him at the age of 3. This ruby has the ability to shoot 2 fireballs per second.
- [sage]
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The characters are fine, but there's a slight misconception here.
The Slayers aren't an organized group with a central base of power. They're more like individuals or pocket groups who work for the same cause in differing locations. Slayers are small in number, and although there is a governing body for the Slayers, and they do organize on occassion, its not like one of the big battle club type organizations that we usually have. More like a lot of small local groups that each do their own thing, only organizing when something serious is going on.
Blake, the second trait can fit into the first one. You can switch that out.
The Slayers aren't an organized group with a central base of power. They're more like individuals or pocket groups who work for the same cause in differing locations. Slayers are small in number, and although there is a governing body for the Slayers, and they do organize on occassion, its not like one of the big battle club type organizations that we usually have. More like a lot of small local groups that each do their own thing, only organizing when something serious is going on.
Blake, the second trait can fit into the first one. You can switch that out.
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.
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- [sage]
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Random user, you've got six levels of magic instead of four. Want to reduce the two schools you chose to 2 or do you want to repick your magic?
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.
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