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A Story of Personal Conquest and Rediscovery 

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Druid Feldunost

Blessed Bunny

9,600 Points
  • Person of Interest 200
  • Ultimate Player 200
  • Risky Lifestyle 100
PostPosted: Tue Jun 02, 2020 1:06 am

________Personal Identification
Name: Akira Calypso Albion
Age: 15
Race: Teaghlach, Wolf Sept
Physical Description: 5'9, 161 lbs, Male, white hair, pale, lightly-furred skin and bloody red eyes. Usually wears a custom-made black leather cloak with a stitched hood, equipment belt with two separate pouches where he keeps his items.
Fears: Being alone, Bitter foods, people who don't know/like the moon.
Personality: Akira always wants to maintain a calm and quiet demeanor around most people, pretending to be harmless and claiming he prefers to avoid conflict due to not being very proficient at combat. This only a smokescreen, mainly so he doesn't have to deal with others he views not worth his time, and another so he can manipulate. He has no qualms with killing those who get in his way and shows absolutely no remorse for his actions when questioned. He has a softer side he rarely shows, namely for hunting and cooking, and has a certain charming passion for the moon. Also has a penchant for spicy foods.

History: Akira was childhood friends with Mi-jin at her village. They had similar interests, went to the same places, and were all-around friendly with each other. It was special when they had fun together at the Moon Festivals, though Akira at the time had a lot of skepticism with the Moon Goddess. Being inoculated in religion made him a tinged suspicion.

Due to the rather harsh conditions of their living space, his family did not do well. they scraped buy and salvaged, but were too happy when they came upon an expected small fortune. The plan was to restart their life somewhere easier, by the grace of the moon.

They couldn't live off of it for the rest of their lives, but, they would make it out to a better place. So, an entire fortnight before Mi-jin's tragic event with her Captain, Akira and his family trundled off into the Desert, only to be beset by a nasty sandstorm. Unable to make it through, Akira watched as his family dropped, one by one. With only himself left, Akira was seemingly saved as the moon hung full over him, basking him in it's white glow. Equally young and impressionable, Akira full ingratiated himself into believing the Moon Goddess saved him that day. With this fanatical faith in his heart, he completed the journey himself.

Once there, he spread and fostered his own sect of the Moon Cult, also known as the Moonist movement. His sect was more specific, and went over a lot more details than most. He has instated himself as the prophet, or head priest of the movement, but chaffs at the additional responsibility. He thinks it is his purpose to propagate the cult, and found magic specific to the moon itself, so that his people can wield the immense power of the moon for themselves.

Personal Attributes:
      • Red Chalice: Akira gains regeneration of mana/stamina that would increase by 1 Step for 3 posts for Blood Ruler magic inflicted upon an enemy with confirmed ingestion/absorption of blood.
      • Deep Cuts: Akira, when using Blood Ruler Magic, inflicts an additional E Rank in damage and draws (E Rank) that much additional blood from an enemy on hit.
      • Crimson Soul: When standing within a puddle equal in size to what can be manipulated with Blood Ruler, Akira may absorb up to half of the listed size in blood into himself, gaining blood points equal to the amount listed.
      (In essence, if E Rank Blood Ruler says it can control a needle, Akira can absorb half of a needle and gain an E Rank amount of blood.)

________Capabilities
Experience Rank: E
Classes:
      • (First class at D-rank)
      • (Second class at C-rank)
      • (Third class at A-rank)

Disciplines:


Archetype: Mystic
[2] additional Spell slots
• Half [.5] rank increase to spiritual strength
Stats:
      Power: ☆ [1]
      Agility:☆☆[2]
      Intelligence: ☆☆☆☆[☆] [5]
      Mana:☆☆☆[☆] [4]

Default Casting Method: Magic Words
Stamina Pool: 50
Mana Pool: 150
      Materialization: Purple fog surrounding his body.
      Elements:
      • Water
      tab • Fire

Evolutionary Traits (Evo's):
• Iceborn
• Bloodborn
• Self-Stabilize


Stat Bonuses
[+1] Power
[+1] Agility
Heightened Senses [1.5x Human Average]
One half [1/2] step increase of natural Regeneration effects
One half [1/2] rank increase of Collaboration effects when performed with at least one other [1] person. Still follows Collaboration rules.


Skills ► [07 // 07]
      • Survival, Tier 2
      • Cooking, Tier 2
      • Hunting, Tier 3

Proficiencies ► [00 // 00]
      • (Basic Weapon) Dagger Proficiency
      • Unarmed Combat Proficiency

________Possessions
Repertoire:
      Arcanist Spells: 00 // 00
      Illusionist Spells: 00 // 00
      Stages of Learning: 00 // 00
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00


Inventory:

      • Clothes
      • Leather Armor (Light Armor; D-rank Defense, Scale 10)
      • [2] Daggers (Durability 30)
      • [1] Longbow and [10] Arrows
      • Backpack
      • Bedroll
      • Flint and Steel
      • Whetstone
      • Waterskin
      • Rope, 20m


________Library
Blood Ruler
      • Crimson Ring








Royal Taorito
 
PostPosted: Sun Jun 07, 2020 3:07 am

________Personal Identification
Name: Zaven Stone
Age: 15 years and 6 months
Race:An Teaghlach- Wolf-

Physical Description: Zaven is a male Teaghlach of the Wolf Sept whose ancestry trace back to one of the first if not the couple generations after the blood of Tighearna was given to his followers and family. Like most of his Sept his defining animal feature is his slightly longer upper canines, nothing to shine or notice at a distance merely a centimeter or two longer. The tips of his ears however are very noticeable as they end in canine like points though not covered in fur the point is noticeable enough to make note of when in conversation. This however doesn't mean he can move his ears like a dog or wolf. He has a soft complexion to him, though not a sickly white or a pale you would find in most northerners who dont see the sun often enough. It is a shy close between pale and creme, the kind you would find on most mountain villagers.

He averages like most men in his sept and around his region, a proud 5 ft 11 ½ inches and why his frame is a bit thin the muscle is toned and well maintained. Scar's litter his front and back some made by actual opponents most however was done in the 2 years of experiments run on him. while mostly only having a five o'clock he has a head full of short silver-white hair that stands and sticks about. The most noticeable and probably prominent feature besides his two extra limbs, is his starking, almost glowing, blue eyes with viper like iris's and black sclera surrounding it. Finally on her personal body are two grafted wings, implanted in the days of old. compared to his white body his two wings are black as obsidian, shining in the sun like raven feathers. Though as a personal tough he has dipped the primary feathers with a deep red paint while the tips of the rest are a dark silver. These wings stretch as long as Zaven is tall thus giving him a total wing span, feather tip to tip, 12 ft 3 inches

Zaven's armor consists of studded leather with light silver and steel plates riveted into the leather. While most of the studded leather is there for Zaven to make swift movements while not worrying too much about getting hit or cut severely. The plates riveted on the leather have iconography of wolves and birds, symbolizing his embrace of the sky and his lineage to his Wolven Sept. Bits of darker metal where inlayed into the armor to give contrast and recognizable features of the two symbols marked along the leather. He was able to dye the leather armor to a deep red with silver trims. Underneath his leather armor is a chain mail shirt stitched together by decent craftsmen from his village.

Fears: Tomophobia is ever present in his mind due to the trauma of having to attach his wings, He was not allowed to be sedated as they 'needed' him awake to be positive that the nerves within the wings would connect with the nerves of Zaven's body. It was a success but Zaven has refused any further experimentation and often gets anxious around medical equipment. Scalpels or surgical saws that are used towards him as a means of help or weapon cause Zaven to go into a panic attack and attack everyone within reach of him or his wings.

Though he doesn't fear heights specifically, he is always worrying that his wings will fail him and he will be going towards the ground descending without his will and smashing into the earth. Therefore he has made it a point to use his wind based mana and magiks to create powerful air currents that help raise and lower him at his command, not natures.

Zaven's greatest attribute has been reputed to be his willpower and that he has rarely, if ever, lost himself in a blood lust frenzy or acting rashly, preferring logical thinking and evidence. What most dont know is that this willpower comes from a fear of himself, the fear of losing himself in a blinding rage that he feel's would last for days. It is not that his willpower is strong, it is his fear of loosing control of himself that makes his willpower seem strong.

Personality: Zaven was mostly a quiet but cheerful kid who interacted with his fellow classmates . Often the games would intensify due to there unique powers and would come up with inventive games that incorporated there powers. Safe to say it was all round win for those involved in the project. However when his father was killed and mother going manic he turned to a more stern and stoic figure. he suffered in social society as he was blocked off from the classmates he once played with. His attitude turned bitter with the additional training he recieved from the raikage. From there Zaven's stoic nature became part of his identity as he only had dark and dry humor to use when talking to others. His gruff voice also puts others off thinking ihe is either angry or diseased at times, all it was is the result of experiments hurting his throat. It saddens Zaven to know that his voice puts people off and wants to try and fix it someday.

History: Born in the era of madness on October 13th, 125 B.E.T. The raikage of the time was concerned about possible rival nations that would grow in revolt. A program began selecting the best chunin and jonin class shinobi to pair and couple up. A total of 20 couples where formed by this order with one goal: Create a small platoon of shinobi with incredible powers that exceed the current jonin class shinobi. Thus when a hidden couple of An teaghlach of the wolf sept coupled together, Zaven was the product. As a young boy Zaven did possess certain talents like the other couplings children. his ability to control wind and fire to create super heated winds, the scorch release, was one of at least five kids who had the ability to merge there two chakra natures into a specialized style. These five children where given special attention and classes alongside the ones they took with the other fifteen kids. When they turned ten was when major events happened for Zaven. His father, who was the alpha in the household, began to fear Zaven and his powers surpassing his own and trying to take his place. This wasn't true of course but the paranoia still lingered in his mind.

One night after Zaven returned from academy studies, Zaven's father, Abrum, called him to there living room. When Zaven entered Abrum began to question him about what he was doing. this lasted for a hour and Zaven began to complain about needing sleep for tomorrow. For whatever reason that was the straw that broke the camels back as Abrum rushed the child of his and began to choke him. Zaven , barely able to breathe at this point began to weave hand signs under his fathers view before touching Abrum's stomach and set off his control of Scorching. The result was his father's now dehydrated and desiccated body next to him, his fathers fingers bruising his neck. The noise of the steam leaving Abrum violently alerted his mother to view the scene. While she had no personal attachment to abrum other than the child she had still know and trusted him for at least eleven years. This caused his mother, Evelian, to go slightly mad and run out of the house to get the anbu on the case.

When all was said and done Zaven left his home, never to see Evelian ever again.the Raikage took the boy in as his pupil afterwords. For the next two years Zaven trained himself both physically and mentally for his future as a shinobi. As he turned 13 The raikage sent him to the medical labs for what he told Zaven as a 'routine checkup" Zaven didn't know any better and went as his raikage asked. What they did to Zaven in there labs was heinous gut effective. Pouring alchemy concoctions they made, chakra flowing into the body to help sustain the peak condition. Zaven on the other hand was screaming in pain, restrained by braces laced with chakra. When this procedure was done his inner animal awoke and through indirect means helped Zaven make it through the procedure. This gave him silver white hair, glowing blue eyes, and viper like iris's. His body felt lighter, stronger, and more durable. While the procedure tortured him he couldn't deny the effects it had. For the next year Zaven would train with his new body to try and get acclimated to it's new sensations or muscles, nerves, and senses. at fourteen the Raikage ordered him to go back down to the labs. While this time he made protest of the action Zaven knew it was not up for debate after a certain point.

Zaven made his way to the labs and was grabbed by a new set of doctors and surgeons. Using his DNA they grafted almost flawlessly one set of black, raven like feathers. The surgery was long as it took much to add the nerves one by one. Zaven unfortunately was not given anesthetic so that they could know whether if the nerves connected correctly. Twelve hours and forty nine minutes later Zaven had himself a new set of wings. and like before he took a year to learn how to use them in combat. Finally at age fifteen Zaven was reunited with his former class mates. However he learned they all went through similar treatments giving them glowing, viper like eyes and toned bodies. While they didn't have the same silver, white, or grey hair like Zaven and none of them had the same attachments like he had, he could see they where all scarred mentally by the effects.

When asked about the other classmates that weren't there he was informed of the ill news. The procedure that was done on all of them killed a half of them. out of the five 'special' cases only one other who could mix wind and water to make ice was left, the rest where 'lesser' products, still capable of taking on anyone but still less adaptable than Zaven and his friend. From then on the ten remnants began to take on missions together mostly led by a chunin or jonin to oversee them and there progress. Six months after there 'graduation' Zaven and the rest of his group where encased in a strange crystal on February the 21st year 140 B.E.T. Centuries would pass before Zaven, and Zaven alone awoke to the strange new world. He now flies across the continent at a slow pace to see any form of civilization still exists that won't kill him on site...

Personal Attributes:
      • Evo Point Increase




________Capabilities
Experience Rank: D
Classes: Warrior
      • Juggernaut Warrior
      • (Second class at C-rank)
      • (Third class at A-rank)


Disciplines:
      • Juggernaut
      The Juggernaut utilizes posture, breathing, and precise movement to fight. When selecting this discipline the Juggernaut gains access to one [1] of the following three “Words”, which can be activated by setting aside a reserve of forty [40] mana. This cost reduces by ten [10] mana per two [2] experience ranks, starting at D-rank. The character may invest a second point into this Discipline at B rank to select a second word. There is no duration for their effects, and can be maintained indefinitely until switching to another. However, it takes one [1] activation to activate the new effect. Only one [1] can be active at any time.

      → The Word of Wisdom: By focusing one’s mind through measured breathing, the Word of Wisdom keeps the user’s heart beating in the same, steady level and clears the mind of distraction. In this state, emotional based effects are reduced by one [1] rank in strength, and strikes become more precise, granting [1] rank increase to the Damage rank of an attack.
      → The Word of Valiance: Focusing one’s body by tightening the muscles and readying yourself for what might come is the heart of the Word of Valiance. Choose one effect upon activation: Increase the Defense of one [1] Weapon or Armor by a D-rank amount or increase your Dodge bonus by a D-rank amount. This bonus increases by one [1] rank per two [2] experience ranks, starting at D-rank.
      → The Word of Restoration: A combination of breathing and careful movement, the Word causes one’s natural mana and Stamina reserves to recover more quickly. Your recovery rate increases by one [1] step. Likewise, healing techniques used on you are considered one [1] rank stronger in effectiveness, and natural healing time is reduced by one fourth [25%]



Archetype: Athelete -
• Half [.5] rank increase to physical speed
• [5] Stamina reduction to cost of Complex attacks (minimum of [5])

Stats:
      Power: 4
      Agility: 4
      Intelligence: 3
      Mana: 3


Stamina Pool:225
Mana Pool:225

      Materialization: A shadowy wolf the color of the deepest violet. Sometimes when the agitation of energy is strong wings spread out like hidden raven wings.

      Elements:
      tab • Wind
      tab • Fire


Evolutionary Traits (Evo's):
• Wasteborn || 3
→ Born of the hot, dead lands of the world, the Wasteborn has harnessed the ability to cast Scorch Ruler spells, which create a desiccating wave of heat that saps the salt and water from their opponents. When doing so, unless suppressed their hands will give off a hot glow, or any part of the body producing the energy. Due to their very nature the Wasteborn are feared in climates that are dry, or where liquid water is difficult to come across.

• Wasted || 1
→ The body of one who is Wasted is resistant to the power of heat. This does not extend to fire itself, but to temperatures and phenomena that can bake the moisture from a living being. All Wasteborn abilities, and natural heat, have their effects reduced by one [1] rank and Step.

• Prosthetic Limb || Wing (Left)
→ Grants a Prosthetic Limb. Must be submitted as a Custom Gadget, and is limited to E - rank to begin with. It can be modified later. These refer specifically to arms, legs, hands and feet.

• Prosthetic Limb || Wing (Right)
→ Grants a Prosthetic Limb. Must be submitted as a Custom Gadget, and is limited to E - rank to begin with. It can be modified later. These refer specifically to arms, legs, hands and feet.

• Skilled Practitioner || 2
→ Selecting this Evo immediately grants access to two [2] Skills otherwise locked to another class or race. Not only can these now be invested in, but the Skill Practitioner gains one [1] Skill Point at every Experience rank. This can only be selected once [1x]

• Weathered || 1
→ Stormborn is not required for this. When taking this Evo electricity is more likely to pass through your body and discharge different within you. As such, Lightning and Stormborn spells are decreased in effect by one [1] rank, and associated status effects are reduced by half in duration.

Skills ► [09 // 09]


    • Detection Avoidance

    • Hunting, Unusual Animals

    • Item Identification
    Description → Every item is knew to those who have never seen it before! As such, this skill denotes whether your character knows what it is. Every item will have an Identification point requirement. As long as you meet it, you know what it is, though not enough to know how to make it work.

    • Tool Preparation
    Description → Maintaining, and/or repairing, tools that are used for crafting. Bestows an increase to Tool Durability. Keep in mind that the time benefits only last for ten [10] items worth of crafting before another attempt must be maid to maintain the tool preparation.
    Progression → Instead of utilizing the above rewards for each Tier earned, utilize the following progression for this skill alone. Tier Zero [0] ► Every tenth [10th] use4 of a tool does not count to its durability being used up, Tier One [1] ► Every fifth [5th] use of a tool does not count towards its durability but overrides previous bonus, Tier Two [2] ► Use one [1] post to give any one [1] tool one [1] durability though this can only be done once [1], Tier Three [3] ► Every third [3rd] use of a tool does not count towards its durability but this overrides the Tier One [1] bonus, Tier Four [4] ► May spend two [2] posts to maintain a tool and give it three [3] durability back but can only be done to a single tool twice [2] but overrides the Tier Two [2] bonus, Tier Five [5] ► Every second [2nd] use of a tool does not count towards its durability, but this overrides all other similar bonuses given by this skill.

    • Concoctions [||]
    Description → The art of creating alchemical objects, such as the "alchemist fire", armor resistance salves, lubricant, etc.

    • Potionmaking [||]
    Description → The art of utilizing reagents to create beneficial effects, such as healing salves, stimulants, and other beneficial creations


• Field Triage
Description → Used to treat wounds and illnesses of up to Tier 2 effects, as well as help stave off infection or blood loss in order to make sure the patient is able to survive to get to a medic or physician.



    Proficiencies ► [06 // 06]

        • Rapier
        • Long Sword [||]
        • Single Weapon Combat- Medium
        • Hand and half sword
        • Light Crossbow


    ________Possessions
    Repertoire:
        Arcanist Spells: 00 // 00
        Illusionist Spells: 00 // 00
        Stages of Learning: 00 // 09
        Waste Born: 02 // 02
        {Ability Type}: 00 // 00
        {Ability Type}: 00 // 00
        {Ability Type}: 00 // 00


    Inventory:
        • Clothes
        • Chain Mail (Medium Armor; D-rank Defense, Scale 15)
        • Light Crossbow (Durability 30) and [22] ammo
        • Trench Knife (Durability 30) and longsword (Durability 30)
        • Backpack
        • Bedroll
        • Flint and Steel
        • Whetstone [3]
        • Waterskin
        • Rope, 20m ---
        • Studded leather Armor
        • Skinning Knife
        • Medium Satchel [2]
        • Shovel
        • Hand-and-a half Sword


    ________Library
    {Technique Type}:

        • An teaghlach- Heightened Senses [1.5x Human Average]
        → One half [1/2] step increase of natural Regeneration effects
        → One half [1/2] rank increase of Collaboration effects when performed with at least one other [1] person. Still follows Collaboration rules.
        → Lunar Phase ► Full Moon
        → Transmission Method ► Bite
        → Phase Benefits ► Increase Speed and Strength stat of next three [3] techniques by one [1] rank

        •Scorch Manipulation
        Description: This control allows the Scorch user to create weak orbs of scorching heat that can cause burns and trigger the dehydration process when in very close proximity, depending on the rank. While the shape cannot be bent far beyond an orb of condensed heat, it can be shifted around as if it were a part of their own body. It should be noted that one can only manipulate scorch objects they themselves have made. Additionally, any scorch orbs that are being freely manipulated are very weak, and can be broken or blown away as if they were completely natural. Should be noted that techniques can be made smaller while retaining their rank.
        Rank E: Very small scorch [marbles]. Causes first degree burns at contact point.
        Rank D: Small scorch [baseball]. Causes first degree burns at contact point, and triggers Dehydration process.
        Rank C: Medium scorch [kickball]. Causes second degree burns at contact point, and triggers Dehydration process.
        Rank B: Large scorch [beach ball]. Causes second degree burns at contact point, and triggers stage one Dehydration.
        Rank A: Very large scorch [boulders]. Causes second degree burns at contact point, triggers stage two Dehydration.
        Rank S: Massive scorch [hot air balloon]. Causes third degree burns at contact point, triggers stage two Dehydration.
        • Requires [5] parts of a paragraph to learn, and must be learned before proceeding to other techniques. Receives no reductions.
        • Manipulated scorch orbs lose any modifiers, and are beaten by techniques of the same rank, or one rank lower against water.
        • Scorch objects made via this technique last three [3] posts. An amount equal to the initial cost can be paid to reset the timer.

        • Backdraft
        Rank: X | Strength: -- | Speed: --
        Description: This spell puts the user into a specific mana 'mode', enabling them to affect their own Wind spells. While this ability is active all wind spells become incredibly hot and have the ability to dehydrate for their duration, decreasing the time it takes to progress by one [1] post per rank. This stacks each time the opponent is hit with an affected spell. This ability is an augment of a spell, and does not take an activation to use, instead only paying a cost one [1] rank lower than the wind spell to imbue it.

        • Flame Whirlwind
        Rank: C | Strength: C | Speed: C
        Description: Fire erupts around the user's body and then launches towards the target in a spiraling-manner. The fire tracks opponents for up to three [3] posts, but the user must maintain the final seal of the technique, often leaving them unable to use other spells.




Royal Taorito
Have edited what was needed. redid personality, history, appearance, and others that need to be checked. PA is being worked on separately and is not on profile xP
 

Kirra Yamata
Crew

Devoted Guildsman

9,325 Points
  • Entrepreneur 150
  • Guildmember 100
  • Happy 13th, Gaia Online! 50

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Sat Jun 13, 2020 4:25 pm
Kirra Yamata

________Personal Identification
Name: Zaven Stone
Age: 15 years and 6 months
Race:An Teaghlach- Wolf-

Physical Description: Zaven is a male Teaghlach of the Wolf Sept whose ancestry trace back to one of the first if not the couple generations after the blood of Tighearna was given to his followers and family. Like most of his Sept his defining animal feature is his slightly longer upper canines, nothing to shine or notice at a distance merely a centimeter or two longer. The tips of his ears however are very noticeable as they end in canine like points though not covered in fur the point is noticeable enough to make note of when in conversation. This however doesn't mean he can move his ears like a dog or wolf. He has a soft complexion to him, though not a sickly white or a pale you would find in most northerners who dont see the sun often enough. It is a shy close between pale and creme, the kind you would find on most mountain villagers.

He averages like most men in his sept and around his region, a proud 5 ft 11 ½ inches and why his frame is a bit thin the muscle is toned and well maintained. Scar's litter his front and back some made by actual opponents most however was done in the 2 years of experiments run on him. while mostly only having a five o'clock he has a head full of short silver-white hair that stands and sticks about. The most noticeable and probably prominent feature besides his two extra limbs, is his starking, almost glowing, blue eyes with viper like iris's and black sclera surrounding it. Finally on her personal body are two grafted wings, implanted in the days of old. compared to his white body his two wings are black as obsidian, shining in the sun like raven feathers. Though as a personal tough he has dipped the primary feathers with a deep red paint while the tips of the rest are a dark silver. These wings stretch as long as Zaven is tall thus giving him a total wing span, feather tip to tip, 12 ft 3 inches

Zaven's armor consists of studded leather with light silver and steel plates riveted into the leather. While most of the studded leather is there for Zaven to make swift movements while not worrying too much about getting hit or cut severely. The plates riveted on the leather have iconography of wolves and birds, symbolizing his embrace of the sky and his lineage to his Wolven Sept. Bits of darker metal where inlayed into the armor to give contrast and recognizable features of the two symbols marked along the leather. He was able to dye the leather armor to a deep red with silver trims. Underneath his leather armor is a chain mail shirt stitched together by decent craftsmen from his village.

Fears: Tomophobia is ever present in his mind due to the trauma of having to attach his wings, He was not allowed to be sedated as they 'needed' him awake to be positive that the nerves within the wings would connect with the nerves of Zaven's body. It was a success but Zaven has refused any further experimentation and often gets anxious around medical equipment. Scalpels or surgical saws that are used towards him as a means of help or weapon cause Zaven to go into a panic attack and attack everyone within reach of him or his wings.

Though he doesn't fear heights specifically, he is always worrying that his wings will fail him and he will be going towards the ground descending without his will and smashing into the earth. Therefore he has made it a point to use his wind based mana and magiks to create powerful air currents that help raise and lower him at his command, not natures.

Zaven's greatest attribute has been reputed to be his willpower and that he has rarely, if ever, lost himself in a blood lust frenzy or acting rashly, preferring logical thinking and evidence. What most dont know is that this willpower comes from a fear of himself, the fear of losing himself in a blinding rage that he feel's would last for days. It is not that his willpower is strong, it is his fear of loosing control of himself that makes his willpower seem strong.

Personality: Zaven was mostly a quiet but cheerful kid who interacted with his fellow classmates . Often the games would intensify due to there unique powers and would come up with inventive games that incorporated there powers. Safe to say it was all round win for those involved in the project. However when his father was killed and mother going manic he turned to a more stern and stoic figure. he suffered in social society as he was blocked off from the classmates he once played with. His attitude turned bitter with the additional training he recieved from the raikage. From there Zaven's stoic nature became part of his identity as he only had dark and dry humor to use when talking to others. His gruff voice also puts others off thinking ihe is either angry or diseased at times, all it was is the result of experiments hurting his throat. It saddens Zaven to know that his voice puts people off and wants to try and fix it someday.

History: Born in the era of madness on October 13th, 125 B.E.T. The raikage of the time was concerned about possible rival nations that would grow in revolt. A program began selecting the best chunin and jonin class shinobi to pair and couple up. A total of 20 couples where formed by this order with one goal: Create a small platoon of shinobi with incredible powers that exceed the current jonin class shinobi. Thus when a hidden couple of An teaghlach of the wolf sept coupled together, Zaven was the product. As a young boy Zaven did possess certain talents like the other couplings children. his ability to control wind and fire to create super heated winds, the scorch release, was one of at least five kids who had the ability to merge there two chakra natures into a specialized style. These five children where given special attention and classes alongside the ones they took with the other fifteen kids. When they turned ten was when major events happened for Zaven. His father, who was the alpha in the household, began to fear Zaven and his powers surpassing his own and trying to take his place. This wasn't true of course but the paranoia still lingered in his mind.

One night after Zaven returned from academy studies, Zaven's father, Abrum, called him to there living room. When Zaven entered Abrum began to question him about what he was doing. this lasted for a hour and Zaven began to complain about needing sleep for tomorrow. For whatever reason that was the straw that broke the camels back as Abrum rushed the child of his and began to choke him. Zaven , barely able to breathe at this point began to weave hand signs under his fathers view before touching Abrum's stomach and set off his control of Scorching. The result was his father's now dehydrated and desiccated body next to him, his fathers fingers bruising his neck. The noise of the steam leaving Abrum violently alerted his mother to view the scene. While she had no personal attachment to abrum other than the child she had still know and trusted him for at least eleven years. This caused his mother, Evelian, to go slightly mad and run out of the house to get the anbu on the case.

When all was said and done Zaven left his home, never to see Evelian ever again.the Raikage took the boy in as his pupil afterwords. For the next two years Zaven trained himself both physically and mentally for his future as a shinobi. As he turned 13 The raikage sent him to the medical labs for what he told Zaven as a 'routine checkup" Zaven didn't know any better and went as his raikage asked. What they did to Zaven in there labs was heinous gut effective. Pouring alchemy concoctions they made, chakra flowing into the body to help sustain the peak condition. Zaven on the other hand was screaming in pain, restrained by braces laced with chakra. When this procedure was done his inner animal awoke and through indirect means helped Zaven make it through the procedure. This gave him silver white hair, glowing blue eyes, and viper like iris's. His body felt lighter, stronger, and more durable. While the procedure tortured him he couldn't deny the effects it had. For the next year Zaven would train with his new body to try and get acclimated to it's new sensations or muscles, nerves, and senses. at fourteen the Raikage ordered him to go back down to the labs. While this time he made protest of the action Zaven knew it was not up for debate after a certain point.

Zaven made his way to the labs and was grabbed by a new set of doctors and surgeons. Using his DNA they grafted almost flawlessly one set of black, raven like feathers. The surgery was long as it took much to add the nerves one by one. Zaven unfortunately was not given anesthetic so that they could know whether if the nerves connected correctly. Twelve hours and forty nine minutes later Zaven had himself a new set of wings. and like before he took a year to learn how to use them in combat. Finally at age fifteen Zaven was reunited with his former class mates. However he learned they all went through similar treatments giving them glowing, viper like eyes and toned bodies. While they didn't have the same silver, white, or grey hair like Zaven and none of them had the same attachments like he had, he could see they where all scarred mentally by the effects.

When asked about the other classmates that weren't there he was informed of the ill news. The procedure that was done on all of them killed a half of them. out of the five 'special' cases only one other who could mix wind and water to make ice was left, the rest where 'lesser' products, still capable of taking on anyone but still less adaptable than Zaven and his friend. From then on the ten remnants began to take on missions together mostly led by a chunin or jonin to oversee them and there progress. Six months after there 'graduation' Zaven and the rest of his group where encased in a strange crystal on February the 21st year 140 B.E.T. Centuries would pass before Zaven, and Zaven alone awoke to the strange new world. He now flies across the continent at a slow pace to see any form of civilization still exists that won't kill him on site...

Personal Attributes:
      • Evo Point Increase




________Capabilities
Experience Rank: D
Classes: Warrior
      • Juggernaut Warrior
      • (Second class at C-rank)
      • (Third class at A-rank)


Disciplines:
      • Juggernaut
      The Juggernaut utilizes posture, breathing, and precise movement to fight. When selecting this discipline the Juggernaut gains access to one [1] of the following three “Words”, which can be activated by setting aside a reserve of forty [40] mana. This cost reduces by ten [10] mana per two [2] experience ranks, starting at D-rank. The character may invest a second point into this Discipline at B rank to select a second word. There is no duration for their effects, and can be maintained indefinitely until switching to another. However, it takes one [1] activation to activate the new effect. Only one [1] can be active at any time.

      → The Word of Wisdom: By focusing one’s mind through measured breathing, the Word of Wisdom keeps the user’s heart beating in the same, steady level and clears the mind of distraction. In this state, emotional based effects are reduced by one [1] rank in strength, and strikes become more precise, granting [1] rank increase to the Damage rank of an attack.
      → The Word of Valiance: Focusing one’s body by tightening the muscles and readying yourself for what might come is the heart of the Word of Valiance. Choose one effect upon activation: Increase the Defense of one [1] Weapon or Armor by a D-rank amount or increase your Dodge bonus by a D-rank amount. This bonus increases by one [1] rank per two [2] experience ranks, starting at D-rank.
      → The Word of Restoration: A combination of breathing and careful movement, the Word causes one’s natural mana and Stamina reserves to recover more quickly. Your recovery rate increases by one [1] step. Likewise, healing techniques used on you are considered one [1] rank stronger in effectiveness, and natural healing time is reduced by one fourth [25%]



Archetype: Athelete -
• Half [.5] rank increase to physical speed
• [5] Stamina reduction to cost of Complex attacks (minimum of [5])

Stats:
      Power: 4
      Agility: 4
      Intelligence: 3
      Mana: 3


Stamina Pool:225
Mana Pool:225

      Materialization: A shadowy wolf the color of the deepest violet. Sometimes when the agitation of energy is strong wings spread out like hidden raven wings.

      Elements:
      tab • Wind
      tab • Fire


Evolutionary Traits (Evo's):
• Wasteborn || 3
→ Born of the hot, dead lands of the world, the Wasteborn has harnessed the ability to cast Scorch Ruler spells, which create a desiccating wave of heat that saps the salt and water from their opponents. When doing so, unless suppressed their hands will give off a hot glow, or any part of the body producing the energy. Due to their very nature the Wasteborn are feared in climates that are dry, or where liquid water is difficult to come across.

• Wasted || 1
→ The body of one who is Wasted is resistant to the power of heat. This does not extend to fire itself, but to temperatures and phenomena that can bake the moisture from a living being. All Wasteborn abilities, and natural heat, have their effects reduced by one [1] rank and Step.

• Prosthetic Limb || Wing (Left)
→ Grants a Prosthetic Limb. Must be submitted as a Custom Gadget, and is limited to E - rank to begin with. It can be modified later. These refer specifically to arms, legs, hands and feet.

• Prosthetic Limb || Wing (Right)
→ Grants a Prosthetic Limb. Must be submitted as a Custom Gadget, and is limited to E - rank to begin with. It can be modified later. These refer specifically to arms, legs, hands and feet.

• Skilled Practitioner || 2
→ Selecting this Evo immediately grants access to two [2] Skills otherwise locked to another class or race. Not only can these now be invested in, but the Skill Practitioner gains one [1] Skill Point at every Experience rank. This can only be selected once [1x]

• Weathered || 1
→ Stormborn is not required for this. When taking this Evo electricity is more likely to pass through your body and discharge different within you. As such, Lightning and Stormborn spells are decreased in effect by one [1] rank, and associated status effects are reduced by half in duration.

Skills ► [09 // 09]

    • Detection Avoidance

    • Hunting, Unusual Animals

    • Item Identification
    Description → Every item is knew to those who have never seen it before! As such, this skill denotes whether your character knows what it is. Every item will have an Identification point requirement. As long as you meet it, you know what it is, though not enough to know how to make it work.

    • Tool Preparation
    Description → Maintaining, and/or repairing, tools that are used for crafting. Bestows an increase to Tool Durability. Keep in mind that the time benefits only last for ten [10] items worth of crafting before another attempt must be maid to maintain the tool preparation.
    Progression → Instead of utilizing the above rewards for each Tier earned, utilize the following progression for this skill alone. Tier Zero [0] ► Every tenth [10th] use4 of a tool does not count to its durability being used up, Tier One [1] ► Every fifth [5th] use of a tool does not count towards its durability but overrides previous bonus, Tier Two [2] ► Use one [1] post to give any one [1] tool one [1] durability though this can only be done once [1], Tier Three [3] ► Every third [3rd] use of a tool does not count towards its durability but this overrides the Tier One [1] bonus, Tier Four [4] ► May spend two [2] posts to maintain a tool and give it three [3] durability back but can only be done to a single tool twice [2] but overrides the Tier Two [2] bonus, Tier Five [5] ► Every second [2nd] use of a tool does not count towards its durability, but this overrides all other similar bonuses given by this skill.

    • Concoctions [||]
    Description → The art of creating alchemical objects, such as the "alchemist fire", armor resistance salves, lubricant, etc.

    • Potionmaking [||]
    Description → The art of utilizing reagents to create beneficial effects, such as healing salves, stimulants, and other beneficial creations


• Field Triage
Description → Used to treat wounds and illnesses of up to Tier 2 effects, as well as help stave off infection or blood loss in order to make sure the patient is able to survive to get to a medic or physician.



    Proficiencies ► [06 // 06]

        • Rapier
        • Long Sword [||]
        • Single Weapon Combat- Medium
        • Hand and half sword
        • Light Crossbow


    ________Possessions
    Repertoire:
        Arcanist Spells: 00 // 00
        Illusionist Spells: 00 // 00
        Stages of Learning: 00 // 09
        Waste Born: 02 // 02
        {Ability Type}: 00 // 00
        {Ability Type}: 00 // 00
        {Ability Type}: 00 // 00


    Inventory:
        • Clothes
        • Chain Mail (Medium Armor; D-rank Defense, Scale 15)
        • Light Crossbow (Durability 30) and [22] ammo
        • Trench Knife (Durability 30) and longsword (Durability 30)
        • Backpack
        • Bedroll
        • Flint and Steel
        • Whetstone [3]
        • Waterskin
        • Rope, 20m ---
        • Studded leather Armor
        • Skinning Knife
        • Medium Satchel [2]
        • Shovel
        • Hand-and-a half Sword


    ________Library
    {Technique Type}:

        • An teaghlach- Heightened Senses [1.5x Human Average]
        → One half [1/2] step increase of natural Regeneration effects
        → One half [1/2] rank increase of Collaboration effects when performed with at least one other [1] person. Still follows Collaboration rules.
        → Lunar Phase ► Full Moon
        → Transmission Method ► Bite
        → Phase Benefits ► Increase Speed and Strength stat of next three [3] techniques by one [1] rank

        •Scorch Manipulation
        Description: This control allows the Scorch user to create weak orbs of scorching heat that can cause burns and trigger the dehydration process when in very close proximity, depending on the rank. While the shape cannot be bent far beyond an orb of condensed heat, it can be shifted around as if it were a part of their own body. It should be noted that one can only manipulate scorch objects they themselves have made. Additionally, any scorch orbs that are being freely manipulated are very weak, and can be broken or blown away as if they were completely natural. Should be noted that techniques can be made smaller while retaining their rank.
        Rank E: Very small scorch [marbles]. Causes first degree burns at contact point.
        Rank D: Small scorch [baseball]. Causes first degree burns at contact point, and triggers Dehydration process.
        Rank C: Medium scorch [kickball]. Causes second degree burns at contact point, and triggers Dehydration process.
        Rank B: Large scorch [beach ball]. Causes second degree burns at contact point, and triggers stage one Dehydration.
        Rank A: Very large scorch [boulders]. Causes second degree burns at contact point, triggers stage two Dehydration.
        Rank S: Massive scorch [hot air balloon]. Causes third degree burns at contact point, triggers stage two Dehydration.
        • Requires [5] parts of a paragraph to learn, and must be learned before proceeding to other techniques. Receives no reductions.
        • Manipulated scorch orbs lose any modifiers, and are beaten by techniques of the same rank, or one rank lower against water.
        • Scorch objects made via this technique last three [3] posts. An amount equal to the initial cost can be paid to reset the timer.

        • Backdraft
        Rank: X | Strength: -- | Speed: --
        Description: This spell puts the user into a specific mana 'mode', enabling them to affect their own Wind spells. While this ability is active all wind spells become incredibly hot and have the ability to dehydrate for their duration, decreasing the time it takes to progress by one [1] post per rank. This stacks each time the opponent is hit with an affected spell. This ability is an augment of a spell, and does not take an activation to use, instead only paying a cost one [1] rank lower than the wind spell to imbue it.

        • Flame Whirlwind
        Rank: C | Strength: C | Speed: C
        Description: Fire erupts around the user's body and then launches towards the target in a spiraling-manner. The fire tracks opponents for up to three [3] posts, but the user must maintain the final seal of the technique, often leaving them unable to use other spells.




Royal Taorito
Have edited what was needed. redid personality, history, appearance, and others that need to be checked. PA is being worked on separately and is not on profile xP


Still a couple things.

1. Which one is your starting technique? You have three techniques listed.

2. Proficiencies only need one [1] point to unlock each. From there you train the weapons to get them to higher ranks. So you still have a point to spend.

Fix those and you're approved.
 
PostPosted: Sat Jun 13, 2020 4:51 pm

________Personal Identification
Name: Zaven Stone
Age: 15 years and 6 months
Race:An Teaghlach- Wolf-

Physical Description: Zaven is a male Teaghlach of the Wolf Sept whose ancestry trace back to one of the first if not the couple generations after the blood of Tighearna was given to his followers and family. Like most of his Sept his defining animal feature is his slightly longer upper canines, nothing to shine or notice at a distance merely a centimeter or two longer. The tips of his ears however are very noticeable as they end in canine like points though not covered in fur the point is noticeable enough to make note of when in conversation. This however doesn't mean he can move his ears like a dog or wolf. He has a soft complexion to him, though not a sickly white or a pale you would find in most northerners who dont see the sun often enough. It is a shy close between pale and creme, the kind you would find on most mountain villagers.

He averages like most men in his sept and around his region, a proud 5 ft 11 ½ inches and why his frame is a bit thin the muscle is toned and well maintained. Scar's litter his front and back some made by actual opponents most however was done in the 2 years of experiments run on him. while mostly only having a five o'clock he has a head full of short silver-white hair that stands and sticks about. The most noticeable and probably prominent feature besides his two extra limbs, is his starking, almost glowing, blue eyes with viper like iris's and black sclera surrounding it. Finally on her personal body are two grafted wings, implanted in the days of old. compared to his white body his two wings are black as obsidian, shining in the sun like raven feathers. Though as a personal tough he has dipped the primary feathers with a deep red paint while the tips of the rest are a dark silver. These wings stretch as long as Zaven is tall thus giving him a total wing span, feather tip to tip, 12 ft 3 inches

Zaven's armor consists of studded leather with light silver and steel plates riveted into the leather. While most of the studded leather is there for Zaven to make swift movements while not worrying too much about getting hit or cut severely. The plates riveted on the leather have iconography of wolves and birds, symbolizing his embrace of the sky and his lineage to his Wolven Sept. Bits of darker metal where inlayed into the armor to give contrast and recognizable features of the two symbols marked along the leather. He was able to dye the leather armor to a deep red with silver trims. Underneath his leather armor is a chain mail shirt stitched together by decent craftsmen from his village.

Fears: Tomophobia is ever present in his mind due to the trauma of having to attach his wings, He was not allowed to be sedated as they 'needed' him awake to be positive that the nerves within the wings would connect with the nerves of Zaven's body. It was a success but Zaven has refused any further experimentation and often gets anxious around medical equipment. Scalpels or surgical saws that are used towards him as a means of help or weapon cause Zaven to go into a panic attack and attack everyone within reach of him or his wings.

Though he doesn't fear heights specifically, he is always worrying that his wings will fail him and he will be going towards the ground descending without his will and smashing into the earth. Therefore he has made it a point to use his wind based mana and magiks to create powerful air currents that help raise and lower him at his command, not natures.

Zaven's greatest attribute has been reputed to be his willpower and that he has rarely, if ever, lost himself in a blood lust frenzy or acting rashly, preferring logical thinking and evidence. What most dont know is that this willpower comes from a fear of himself, the fear of losing himself in a blinding rage that he feel's would last for days. It is not that his willpower is strong, it is his fear of loosing control of himself that makes his willpower seem strong.

Personality: Zaven was mostly a quiet but cheerful kid who interacted with his fellow classmates . Often the games would intensify due to there unique powers and would come up with inventive games that incorporated there powers. Safe to say it was all round win for those involved in the project. However when his father was killed and mother going manic he turned to a more stern and stoic figure. he suffered in social society as he was blocked off from the classmates he once played with. His attitude turned bitter with the additional training he recieved from the raikage. From there Zaven's stoic nature became part of his identity as he only had dark and dry humor to use when talking to others. His gruff voice also puts others off thinking ihe is either angry or diseased at times, all it was is the result of experiments hurting his throat. It saddens Zaven to know that his voice puts people off and wants to try and fix it someday.

History: Born in the era of madness on October 13th, 125 B.E.T. The raikage of the time was concerned about possible rival nations that would grow in revolt. A program began selecting the best chunin and jonin class shinobi to pair and couple up. A total of 20 couples where formed by this order with one goal: Create a small platoon of shinobi with incredible powers that exceed the current jonin class shinobi. Thus when a hidden couple of An teaghlach of the wolf sept coupled together, Zaven was the product. As a young boy Zaven did possess certain talents like the other couplings children. his ability to control wind and fire to create super heated winds, the scorch release, was one of at least five kids who had the ability to merge there two chakra natures into a specialized style. These five children where given special attention and classes alongside the ones they took with the other fifteen kids. When they turned ten was when major events happened for Zaven. His father, who was the alpha in the household, began to fear Zaven and his powers surpassing his own and trying to take his place. This wasn't true of course but the paranoia still lingered in his mind.

One night after Zaven returned from academy studies, Zaven's father, Abrum, called him to there living room. When Zaven entered Abrum began to question him about what he was doing. this lasted for a hour and Zaven began to complain about needing sleep for tomorrow. For whatever reason that was the straw that broke the camels back as Abrum rushed the child of his and began to choke him. Zaven , barely able to breathe at this point began to weave hand signs under his fathers view before touching Abrum's stomach and set off his control of Scorching. The result was his father's now dehydrated and desiccated body next to him, his fathers fingers bruising his neck. The noise of the steam leaving Abrum violently alerted his mother to view the scene. While she had no personal attachment to abrum other than the child she had still know and trusted him for at least eleven years. This caused his mother, Evelian, to go slightly mad and run out of the house to get the anbu on the case.

When all was said and done Zaven left his home, never to see Evelian ever again.the Raikage took the boy in as his pupil afterwords. For the next two years Zaven trained himself both physically and mentally for his future as a shinobi. As he turned 13 The raikage sent him to the medical labs for what he told Zaven as a 'routine checkup" Zaven didn't know any better and went as his raikage asked. What they did to Zaven in there labs was heinous gut effective. Pouring alchemy concoctions they made, chakra flowing into the body to help sustain the peak condition. Zaven on the other hand was screaming in pain, restrained by braces laced with chakra. When this procedure was done his inner animal awoke and through indirect means helped Zaven make it through the procedure. This gave him silver white hair, glowing blue eyes, and viper like iris's. His body felt lighter, stronger, and more durable. While the procedure tortured him he couldn't deny the effects it had. For the next year Zaven would train with his new body to try and get acclimated to it's new sensations or muscles, nerves, and senses. at fourteen the Raikage ordered him to go back down to the labs. While this time he made protest of the action Zaven knew it was not up for debate after a certain point.

Zaven made his way to the labs and was grabbed by a new set of doctors and surgeons. Using his DNA they grafted almost flawlessly one set of black, raven like feathers. The surgery was long as it took much to add the nerves one by one. Zaven unfortunately was not given anesthetic so that they could know whether if the nerves connected correctly. Twelve hours and forty nine minutes later Zaven had himself a new set of wings. and like before he took a year to learn how to use them in combat. Finally at age fifteen Zaven was reunited with his former class mates. However he learned they all went through similar treatments giving them glowing, viper like eyes and toned bodies. While they didn't have the same silver, white, or grey hair like Zaven and none of them had the same attachments like he had, he could see they where all scarred mentally by the effects.

When asked about the other classmates that weren't there he was informed of the ill news. The procedure that was done on all of them killed a half of them. out of the five 'special' cases only one other who could mix wind and water to make ice was left, the rest where 'lesser' products, still capable of taking on anyone but still less adaptable than Zaven and his friend. From then on the ten remnants began to take on missions together mostly led by a chunin or jonin to oversee them and there progress. Six months after there 'graduation' Zaven and the rest of his group where encased in a strange crystal on February the 21st year 140 B.E.T. Centuries would pass before Zaven, and Zaven alone awoke to the strange new world. He now flies across the continent at a slow pace to see any form of civilization still exists that won't kill him on site...

Personal Attributes:
      • Evo Point Increase




________Capabilities
Experience Rank: D
Classes: Warrior
      • Juggernaut Warrior
      • (Second class at C-rank)
      • (Third class at A-rank)


Disciplines:
      • Juggernaut
      The Juggernaut utilizes posture, breathing, and precise movement to fight. When selecting this discipline the Juggernaut gains access to one [1] of the following three “Words”, which can be activated by setting aside a reserve of forty [40] mana. This cost reduces by ten [10] mana per two [2] experience ranks, starting at D-rank. The character may invest a second point into this Discipline at B rank to select a second word. There is no duration for their effects, and can be maintained indefinitely until switching to another. However, it takes one [1] activation to activate the new effect. Only one [1] can be active at any time.

      → The Word of Wisdom: By focusing one’s mind through measured breathing, the Word of Wisdom keeps the user’s heart beating in the same, steady level and clears the mind of distraction. In this state, emotional based effects are reduced by one [1] rank in strength, and strikes become more precise, granting [1] rank increase to the Damage rank of an attack.
      → The Word of Valiance: Focusing one’s body by tightening the muscles and readying yourself for what might come is the heart of the Word of Valiance. Choose one effect upon activation: Increase the Defense of one [1] Weapon or Armor by a D-rank amount or increase your Dodge bonus by a D-rank amount. This bonus increases by one [1] rank per two [2] experience ranks, starting at D-rank.
      → The Word of Restoration: A combination of breathing and careful movement, the Word causes one’s natural mana and Stamina reserves to recover more quickly. Your recovery rate increases by one [1] step. Likewise, healing techniques used on you are considered one [1] rank stronger in effectiveness, and natural healing time is reduced by one fourth [25%]



Archetype: Athelete -
• Half [.5] rank increase to physical speed
• [5] Stamina reduction to cost of Complex attacks (minimum of [5])

Stats:
      Power: 4
      Agility: 4
      Intelligence: 3
      Mana: 3


Stamina Pool:225
Mana Pool:225

      Materialization: A shadowy wolf the color of the deepest violet. Sometimes when the agitation of energy is strong wings spread out like hidden raven wings.

      Elements:
      tab • Wind
      tab • Fire


Evolutionary Traits (Evo's):
• Wasteborn || 3
→ Born of the hot, dead lands of the world, the Wasteborn has harnessed the ability to cast Scorch Ruler spells, which create a desiccating wave of heat that saps the salt and water from their opponents. When doing so, unless suppressed their hands will give off a hot glow, or any part of the body producing the energy. Due to their very nature the Wasteborn are feared in climates that are dry, or where liquid water is difficult to come across.

• Wasted || 1
→ The body of one who is Wasted is resistant to the power of heat. This does not extend to fire itself, but to temperatures and phenomena that can bake the moisture from a living being. All Wasteborn abilities, and natural heat, have their effects reduced by one [1] rank and Step.

• Prosthetic Limb || Wing (Left)
→ Grants a Prosthetic Limb. Must be submitted as a Custom Gadget, and is limited to E - rank to begin with. It can be modified later. These refer specifically to arms, legs, hands and feet.

• Prosthetic Limb || Wing (Right)
→ Grants a Prosthetic Limb. Must be submitted as a Custom Gadget, and is limited to E - rank to begin with. It can be modified later. These refer specifically to arms, legs, hands and feet.

• Skilled Practitioner || 2
→ Selecting this Evo immediately grants access to two [2] Skills otherwise locked to another class or race. Not only can these now be invested in, but the Skill Practitioner gains one [1] Skill Point at every Experience rank. This can only be selected once [1x]

• Weathered || 1
→ Stormborn is not required for this. When taking this Evo electricity is more likely to pass through your body and discharge different within you. As such, Lightning and Stormborn spells are decreased in effect by one [1] rank, and associated status effects are reduced by half in duration.

Skills ► [09 // 09]


    • Detection Avoidance

    • Hunting, Unusual Animals

    • Item Identification
    Description → Every item is knew to those who have never seen it before! As such, this skill denotes whether your character knows what it is. Every item will have an Identification point requirement. As long as you meet it, you know what it is, though not enough to know how to make it work.

    • Tool Preparation
    Description → Maintaining, and/or repairing, tools that are used for crafting. Bestows an increase to Tool Durability. Keep in mind that the time benefits only last for ten [10] items worth of crafting before another attempt must be maid to maintain the tool preparation.
    Progression → Instead of utilizing the above rewards for each Tier earned, utilize the following progression for this skill alone. Tier Zero [0] ► Every tenth [10th] use4 of a tool does not count to its durability being used up, Tier One [1] ► Every fifth [5th] use of a tool does not count towards its durability but overrides previous bonus, Tier Two [2] ► Use one [1] post to give any one [1] tool one [1] durability though this can only be done once [1], Tier Three [3] ► Every third [3rd] use of a tool does not count towards its durability but this overrides the Tier One [1] bonus, Tier Four [4] ► May spend two [2] posts to maintain a tool and give it three [3] durability back but can only be done to a single tool twice [2] but overrides the Tier Two [2] bonus, Tier Five [5] ► Every second [2nd] use of a tool does not count towards its durability, but this overrides all other similar bonuses given by this skill.

    • Concoctions [||]
    Description → The art of creating alchemical objects, such as the "alchemist fire", armor resistance salves, lubricant, etc.

    • Potionmaking [||]
    Description → The art of utilizing reagents to create beneficial effects, such as healing salves, stimulants, and other beneficial creations


• Field Triage
Description → Used to treat wounds and illnesses of up to Tier 2 effects, as well as help stave off infection or blood loss in order to make sure the patient is able to survive to get to a medic or physician.



    Proficiencies ► [06 // 06]

        • Rapier
        • Long Sword
        • b*****d Sword
        • Single Weapon Combat- Medium
        • Hand and half sword
        • Light Crossbow


    ________Possessions
    Repertoire:
        Arcanist Spells: 00 // 00
        Illusionist Spells: 00 // 00
        Stages of Learning: 00 // 09
        Waste Born: 02 // 02
        {Ability Type}: 00 // 00
        {Ability Type}: 00 // 00
        {Ability Type}: 00 // 00


    Inventory:
        • Clothes
        • Chain Mail (Medium Armor; D-rank Defense, Scale 15)
        • Light Crossbow (Durability 30) and [22] ammo
        • Trench Knife (Durability 30) and longsword (Durability 30)
        • Backpack
        • Bedroll
        • Flint and Steel
        • Whetstone [3]
        • Waterskin
        • Rope, 20m ---
        • Studded leather Armor
        • Skinning Knife
        • Medium Satchel [2]
        • Shovel
        • Hand-and-a half Sword


    ________Library
    {Technique Type}:

        • An teaghlach- Heightened Senses [1.5x Human Average]
        → One half [1/2] step increase of natural Regeneration effects
        → One half [1/2] rank increase of Collaboration effects when performed with at least one other [1] person. Still follows Collaboration rules.
        → Lunar Phase ► Full Moon
        → Transmission Method ► Bite
        → Phase Benefits ► Increase Speed and Strength stat of next three [3] techniques by one [1] rank

        •Scorch Manipulation
        Description: This control allows the Scorch user to create weak orbs of scorching heat that can cause burns and trigger the dehydration process when in very close proximity, depending on the rank. While the shape cannot be bent far beyond an orb of condensed heat, it can be shifted around as if it were a part of their own body. It should be noted that one can only manipulate scorch objects they themselves have made. Additionally, any scorch orbs that are being freely manipulated are very weak, and can be broken or blown away as if they were completely natural. Should be noted that techniques can be made smaller while retaining their rank.
        Rank E: Very small scorch [marbles]. Causes first degree burns at contact point.
        Rank D: Small scorch [baseball]. Causes first degree burns at contact point, and triggers Dehydration process.
        Rank C: Medium scorch [kickball]. Causes second degree burns at contact point, and triggers Dehydration process.
        Rank B: Large scorch [beach ball]. Causes second degree burns at contact point, and triggers stage one Dehydration.
        Rank A: Very large scorch [boulders]. Causes second degree burns at contact point, triggers stage two Dehydration.
        Rank S: Massive scorch [hot air balloon]. Causes third degree burns at contact point, triggers stage two Dehydration.
        • Requires [5] parts of a paragraph to learn, and must be learned before proceeding to other techniques. Receives no reductions.
        • Manipulated scorch orbs lose any modifiers, and are beaten by techniques of the same rank, or one rank lower against water.
        • Scorch objects made via this technique last three [3] posts. An amount equal to the initial cost can be paid to reset the timer.

        • Backdraft
        Rank: X | Strength: -- | Speed: --
        Description: This spell puts the user into a specific mana 'mode', enabling them to affect their own Wind spells. While this ability is active all wind spells become incredibly hot and have the ability to dehydrate for their duration, decreasing the time it takes to progress by one [1] post per rank. This stacks each time the opponent is hit with an affected spell. This ability is an augment of a spell, and does not take an activation to use, instead only paying a cost one [1] rank lower than the wind spell to imbue it.

        • -Starting Spell- Flame Whirlwind
        Rank: C | Strength: C | Speed: C
        Description: Fire erupts around the user's body and then launches towards the target in a spiraling-manner. The fire tracks opponents for up to three [3] posts, but the user must maintain the final seal of the technique, often leaving them unable to use other spells.




Royal Taorito
Have edited what was needed. redid personality, history, appearance, and others that need to be checked. PA is being worked on separately and is not on profile xP
 

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PostPosted: Wed Jul 08, 2020 8:20 pm
User Image - Blocked by "Display Image" Settings. Click to show.

________Personal Identification
Name: Rose Axne
Age: 14
Race: Undead - Shadebound
Physical Description: Rose is 5'10 and while in her human form looks just like the picture, but while in the light her left eye turns a light pink and the skin around it darkens significantly without looking outright unnatural. In addition to the eye color, the skin on her left shoulder and back turns pitch black and after she spends a significant amount of time in the light, her hair begins to clump and solidify, mimicking the hair in her base Shade form.

Her shadebound form is significantly smaller than her, coming in at around four feet long from the tip of its nose to the end of its zigzaging tail and three feet tall up to its shoulder. Its black and purple with pink scales around its body that resemble its gem-like pink eyes, of which it has five, two on each side and once on its forehead. Around the two sets of eyes on the side are more of the pink scales resembling false eyes. It has sharp teeth, all of which protrude out of its mouth and small, short spikes coming up on its forearms and shoulders. Despite the color of its eyes and the strange color of its skin, the most remarkable feature of this form is its mane which is made up entirely of arms, all of which can be moved independently.

Fears: She's afraid of the dark and spirits, for obvious reasons, as well as spiders.

Personality: Rose is a sweet girl, gentle and soft-spoken, rarely one to cause trouble. She's also inquisitive and now that she's out of the crystal she's eager to see the world, make up for the time she lost in her past life.

History: Rose lived in the time between ages. Between the time where everything was normal and the crystals began appearing. She doesn't remember much about her life and it was relatively uneventful. She lived in a small village and was known for her powerful connection with her mana. One day, while exploring a nearby forest that was often deemed off-limits because it was said to be haunted by spirits. While there, she was attacked and tormented until she almost died, her spirit and mana corrupted. Moments before she died, however, her body was encased in the crystal until the day she emerged.


Personal Attributes:

      • Pathfinder :: Every 15 posts, roll a 10 sided dice to find a map. If the dice lands on a even number or a 1, Rose finds a map. Upon finding a map, roll a X sided dice to determine the content of the map. Landing on a 1, 3, 7 and 9 makes the map result in a dud (if a dud, generate a random number between 1-4, 1 meaning the map is either too old and faded to be read, 2 meaning that it leads to a place that's already been explored, 3 meaning that it is a piece of a small map [requires 3 pieces to complete] and 4 meaning that the map was purposely placed to lure people into a trap]. Landing on a 2, 5 or 10 results in a small map (requires a total of 3 posts to reach the location from its starting point). Landing on a 4 or a 6 results in a medium map (requires a total of 6 posts to reach the location from its starting point). Landing on an 8 results on an epic map (requires a total of 12 posts to reach the location from its starting point). Posts done while following the map, as well as training posts for techniques, don't count toward the 10 posts required to generate a map.

      • Shadowmancer: Rose is a Shadowborn

      • Inherent Power :: Rose starts with an extra, X-Ranked custom technique at the beginning.


________Capabilities
Experience Rank: E
Classes:



Disciplines:


Archetype: Sage
Stats:
      Power: 1
      Agility: 1
      Intelligence: 2
      Mana: 10

Default Casting Method:
Stamina Pool: 150
Mana Pool: 50
      Materialization: none
      Elements:
      tab • Air
      tab • Fire

Evolutionary Traits (Evo's):
• Mana Font
• Skilled Practitioner

Skills ► [09 // 09]
      • Detection Avoidance [5/5] [Tier 1]
      • Cartography [adventurer] [1/5]
      • Item Identification [3/5]

Proficiencies ► [00 // 02]
      • Unarmed Combat
      • Light Weapons

________Possessions
Repertoire:
      Arcanist Spells: 00 // 05
      Illusionist Spells: 00 // 02
      Stages of Learning: 00 // 00
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00

Inventory:
      • Adventurer Pack





________Library

Elementless Spells :









    Fire Spells :









      Wind Spells :
          • Decapitating Air Wave








        Illusions :









          Shadow Spells :









            Shadeborn Spells :
                • Multi-Formed










Royal Taorito
 
PostPosted: Mon Jul 13, 2020 6:59 pm
Contest rewards (+1 Discipline Point, +1 PA, +1 Greater PA)


tab The Discipline

Savior to the Fallen (Locked until C-Rank): A narrow specialization of Medium, a Savior to the Fallen is able to forge contracts with spirits that have been worn down and works to restore them to their full glory. These spirits, being unstable, rely on their Savior and permanently reside in a shikigami; they thus function closer to a familiar than a typical contracted spirit (see the spoiler below for more details). This spirit can cast any spells of its element or Shaman spells its Savior knows up to its rank. If it lands a finishing blow on another spirit, it can consume part of its foe to increase its abilities, making itself more "whole". Consuming a spirit at or above its rank will cause the damaged spirit to increase its rank by one.
tab • To determine if a spirit is damaged: Roll a 10-sided die. If the result is 1, the spirit is damaged and can be made into a familiar. For each additional time this discipline is taken, the maximum number of spirit familiars the user has access to increases by one.
Overview:
Once contracted, a Shard Familiar is granted two [2] Attribute points that can be assigned much like stats from characters to grant them unique abilities. Whenever the Shard Familiar ranks up, it gains another two [2] Attribute points to allocate. In addition, it can add an element possessed by one of the spirits it consumed to its own.

Stats
Power → Grants a physical boost to the familiar. Starting out anywhere from six inches to two feet in height, the Familiar gains an additional foot in height every point above two [2] that it has. Furthermore, after [4] points, the Familiar gains a number of Proficiency Points and Stages of Learning equal to a Warrior or Titan of half the Medium's rank (i.e. If the Medium is B-rank, the Familiar would gain the slots of a D-rank Warrior or Titan). Familiars with high Power often are brutish, large, and simplistic in design, such as armadillos.
Agility → Grants a physical boost to the creature, making it faster and harder to hit. Starting out able to move about as fast as any creature of its size, and with two [2] limbs for movement, for every point above two [2] another pair of limbs may be added. Ergo, to make a humanoid familiar, three [3] points would be needed to maintain a pair of arms and legs. Furthermore, for each pair of legs the creature can run and maneuver faster, doubling per point spent. Size will limit speed the same way it does in real life. Familiars with high Agility often have lots of legs or tentacles with twisted shapes, though its malleable nature means this isn't necessarily the case.
Intelligence: Ranging from one [1] to six [6] Intelligence determines the ability for the Familiar to think like a person. One [1] is like an animal, a pet, while six [6] grants human level intelligence. At one [1] Intelligence, the Familiar has [1] activation per post. At four [4] and six [6] points, the Familiar gains an additional activation that can be used the same ways as any other character, capping at three [3]. Familiars with high Intelligence tend to look closer to humanoid in shape, with modifications that make them look not human, such as a ball of fire with robes orbiting it where the abdomen would be.
Mana: Determines the Familiar's ability and wellspring of natural Mana. For every point of Mana that it has the Familiar gains fifty [50] energy points to allot between Mana and Stamina. Furthermore, for every point above two [2] in Mana attained the Familiar is granted five [5] Spell slots which may be split as desired between Arcanist and Illusion spells. Familiars with high Mana content tend to be of strange composition or appearance, such as a small trail of crystals or a small galaxy replication.



tab The Personal Attributes

Void Spirit: Possessing mana that disturbs spirits less than others, Meissa can interact with spirits of any element, not just those matching her own elemental affinities.

White Canvas: Meissa is able to draw on the elemental affinities of spirits she has contracted with, becoming temporarily able to use techniques of their element. She gains 10 slots and can fill them with techniques of any element, with the limitation that they are only able to be used when she is contracted with a spirit possessing the same element.


Royal Taorito
 

Ergo War

Enduring Guildsman


Evanescently Magnificent

Anxious Bloodsucker

PostPosted: Sun Jul 19, 2020 1:27 pm
Kirra Yamata

Is this an already RP'd character? I'm getting the same confusion as Tao did I think where you have three starting abilities Scorch Manipulation, Backdraft, and Flame Whirlwind where you only get one. (Unless there special conditions that I'm just not seeing)

Rexnov

Approved!




Ergo, I see you up there but I'm gonna be honest. I don't know the medium class or how heavy the restrictions on elements are here so ☮️
 
PostPosted: Sun Jul 19, 2020 2:53 pm
I told lan i was redoing him and to ignore that rpc creation xP sorry for the inconvience

Evanescently Magnificent
 

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PostPosted: Mon Jul 20, 2020 6:46 am
Kirra Yamata
I told lan i was redoing him and to ignore that rpc creation xP sorry for the inconvience

Evanescently Magnificent

Gotcha gotcha! You're good then! C:  
PostPosted: Tue Sep 29, 2020 1:38 pm
Fenrir the III

Changes accepted! Not sure if anyone got to you or not!

Ergo War

Good to go!  

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PostPosted: Sun Jan 31, 2021 10:42 pm
{ I think... I have everything? I'm sorry. I wasn't feeling very descriptive. }


User Image
________Personal Identification
Name: "Hello, my name is Sonyo Kuno Rue."
Age: "I am fifteen years of age."
Race: Human, Jap-French
Physical Description:
    Sonyo stands at a short five feet and two inches in height. Having been raised a dancer, she has a lightly muscled body with that is slim in nature and finely toned. Her face also has slim features. She tends to wear traditional clothes reminiscent of an archer or shrine maiden. She hardly wears make up, but if she does, it is very minimal.

Fears: "The loss of close bonds, failure, and becoming a force of atrophy."
Personality:
    Sonyo is very subserviant and obedient, as it was beaten in to her from a young age. She tends to adhere strictly to traditional guidelines. She's quiet and muted, and though she tries to put up a kind face she's damaged and doesn't trust easy. Some deep part of her wants to see the better in people, but she expects the worst. She is overly critical of herself, unsure, and self conscious. She does well in stressful situations, but only because she's used to it. She can be quite knowledgeable, and is very welcoming and understanding when it comes to others.

History:
    Sonyo grew up under her mother and her father. She lived in Yukigakure in till she was five years of age. When Yukigakure was destroyed, she moved with her parents to Otogakure. She had a pretty unassuming genin career and was promoted to chuunin before the sleep took her.

    In her childhood she trained vigorously with switch against her skin in many higher forms of education thanks to her mother. Amongst the many sleepless nights and open wounds were calligraphy, traditional fan dance, ballet, music, singing, and gardening. Her mother was a hard and strict teacher, who never let her have a break. Every waking moment that she wasn't training, going on missions, eating, or sleeping was spent tirelessly training in the subjects her mother wanted her to train in. They weren't poor, but her mother wanted her to marry in to a higher class family-- it was her "only use" as her mother often put it. Often she collapsed from exhaustion, passing out on several occasions. Having no friends, and no other family as the rest of her relatives were killed in Yukigakure's destruction including her cousin Hakanai who was her only advocate back when they were children, Sonyo had no one to protect her. Her father was useless when it came to her mother.

    When the sleep began taking children, her mother didn't worry. "You are too ugly to be taken, you look thirty" is something she was often told. Sure enough though, when crystal chrysalises began to form in Otogakure, she was taken. During her sleep, she dreamt of a million lives-- in one she moved to konohagakure and fell in love with a man who took her away from the shinobi world in adventures across the world, in another she moved to sunagakure and gained the family she always wanted, in yet another she gained everything and then lost it all in the blink of an eye and became a wondering hermit. Sometimes it was hard to tell which lives were real and which were fake, and some still haunt her.

Personal Attributes:
      • These are steps I've danced before: Sonyo gains [1] discipline point per rank, starting at D-rank and ending at A-rank for a total of [4].
      • Fettered mind, fettered soul: Sonyo gains [3] three extra EVO points
      • Essence of Her: Sonyo's icecaster abilities are concentrated in such a way that they do not suffer from the effects of environmental sources, and will only melt if met by another mana source.

________Capabilities
Experience Rank: E-rank
Classes:
      • (First class at D-rank)
      • (Second class at C-rank)
      • (Third class at A-rank)

Disciplines:


Archetype: Magician
Stats:
      Power: 2
      Agility: 4
      Intelligence: 2
      Mana: 4

Default Casting Method: Somatic Gestures
Stamina Pool: 100
Mana Pool: 100
      Materialization: Frozen fractals, like ice on glass, dancing in the air to the rhythm of her heartbeat. The fractals range in light cyan to dark purple in color range
      Elements:
      tab • Water
      tab • Air

Evolutionary Traits (Evo's): 13/13
      • Iceborn [3]
      • Ice Resistance [1]
      • Snowborn [3]
      • Frostburned [1]
      • Skilled Practitioner [2]
      • Mana font [2]
      • Genius [1]

Skills ► [06 // 10]
      • Survival - 2
      • Gathering - 2
      • Medical - General - 2
      • Medical - Surgery - 2
      • Alchemy - 2

Proficiencies ► [03 // 03]
      • Longbow
      • Shortbow
      • Unarmed

________Possessions
Repertoire:
      Arcanist Spells: 00 // 02
      Illusionist Spells: 00 // 00
      Stages of Learning: 00 // 02
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00

Inventory:
      • Thief Starter Pack:
        • Clothes
        • Leather Armor (Light Armor; D-rank Defense, Scale 10)
        • [2] Light Weapons (Durability 30)
        • [1] Longbow and [10] Arrows
        • Backpack
        • Bedroll
        • Flint and Steel
        • Whetstone
        • Waterskin
        • Rope, 20m





________Library
{Technique Type}:







 
PostPosted: Fri Mar 05, 2021 6:28 am

________Personal Identification
Name: Freya Amelia Riddick

Age: 20

Race: Human (female)

Physical Description: Freya stands at a solid 5 ft 10 inches but is considered 'short' in the clan she hailed from. She had her head shaved on the sides creating a bare skinned undercut with her dirty blonde hair. Whats left of her hair is tied up in dreads and a single ponytail behind the neck. She has reflective white eyes that are covered by bone and leather goggles that have dark lenses for her to see properly during the daytime hours. While not pale she's not sun tanned like her fellow clansmen, both on the girls and boys side. she wears purple eye make up and black lipstick and has a few beauty marks along the lower left part of her lips. A scar appears on the upper right part of her face along the mid forehead.

She for the most part was a wild child, mostly because she was the runt of the litter in both her family and clan everyone thought she was weak and pathetic and so did not want to interact with her. This left her to go out into the wild and scavenged what she could, Hunted what she can catch with her abilities.

-TLDR Edit, describes what her armor and Weapons look like-
Because of this natural hunting She was able to make some gear out of animal materials like bows and knife handles. She also has piecemail leather armor made for various animals. They include a thick leather corset, bracers with animal teeth, Leather greaves and Chausses. The only true piece of well made armor, leather or steel, was a ceremonial Gorget that she was allowed to wear when she attended her ceremony becoming of age at 17 in the clans eyes. The Fine leather gorget has a black red color trimmed with a bright brass metal edge. the ends of the gorget resemble spiked shoulders meant to give a menacing impression to others

---

She was given a olamic, a type of dagger that was hastily made for her, hammer marks still was adorning the blade but the edge was on the mark needed for killing anything. While it did have a rough maple wood handle She gather two jawbones from jackals she hunted a few moons back. grinding them down into thin slabs putting them on without the teeth which she added soon after as a bit of a grip for the blade.

When It became clear to the clan that Freya was part of one of the honored 'Alphas" of the clan a sword of her choosing was made for her. She asked for a shaska blade with the condition being she would need to hunt for the animal materials for the handle of the blade, freshly. The Blade was done in two weeks and with a successful hunt that involved a mammoth and what she thought was a 'dragon' gave the smith the ivory tusk and a log of mountain blackwood they called 'Ebonyx'. three more days went by and the Sword was finally finished.

The sheath was made with Ebonyx inlaid with polished ivory and brass. The inlaid iconography was that of her fight with the creatures she had met on her sword journey. It was chaped with a brass and ivory cap. The ivory in the cap was the shape of a dragons head. The handle had no guard but instead featured a multi piece handle of ivory and ebonyx.

the handle included a incorporated hooked pommel a ivory center then back to ebonyx wood for the top, each section was spaced with a light brown wood.it has to mosaic pins keeping everything in place with a cross shaped design within the pin. the blade has a small ricasso between the top of the handle and blade edge, measuring 3 inches long. the hook pommel had a mammoths head decoration while the top of the handle had a wing stretched dragon.

The blade edge had been sharpened, polished and then was introduced with a natural chemical solution bath to make it appear as a very glossy black. A reflection could be seen in the black finish of the Sword.

---

The last thing she ever made with her fathers help was this longbow. made from the bones organs and leather of a mammoth she killed, some aged redwood tree limbs. and large scaly feathers from a flying reptile.

The leather in question was used as a grip on the bows handle and made the large 40 inch backpack style quiver and accommodating straps. The redwood limbs would be shaved and carved down into two separate bow limbs each reaching a length of thirty three inches when separated from the handle making the total length of the bow when strung to 70 inches overall.

The handle was made from the mammoths ivory tusk she had managed to bring back before giving the clan the rest and the village smith his share for the sword. Sanded and carved into a comfortable shape for her left and right hands.

Sinew string was made from three long strands of the mammoths intestines making enough for both the main and replacement bow strings. the bow limbs have dragon carvings made inside carved panels.

The most unique thing of the bow is actually the blue and yellow 'feathers' that connect to the handle of the bow. the feathers where obtained by a strange winged reptilian with three distinct dragonfly like vanes, There blue and yellow coloring gives a sense of mythical beauty to the clan and as a sign of a higher authority recognized only to 'Alphas'. Though light weight they are strong enough to keeping the bow drawn for longer to her. [note this is a cosmetic detail not a functional one]Runes adorn the leather handle covering and as a row of text on her quiver.



Fears: - Atelophobia- She has a fear and anger to being seen as anything but strong an useful. When people question whether she can handle a difficult task she often lashes out, the degree varies from sarcasm to outright rage. When fear finally shows accross her face at not being able to keep up her strong appearance she feels people might belittle or coddle her in the sense that she would not be taken seriously or needed for serious work that she believes, and sometimes knows, she can do it on her

-Somniphobia - She has a fear of going to sleep. mostly because she cant defend herself while asleep and so often she keeps herself as awake as possible before finidng a possible safe nook or corner she can sleep in. Her fear of sleeping comes from her village was raided by a rival clan years ago when she was a child, she was asleep during the commotion but awoke to go to the bathroom. Thier in her house though was a large man from the rival clan. Freya pissed on herself when faced with a sudden change like that. Sense then she has always made sure that any enemies near her would be dead before she even thought about sleeping in enemy territory or even at the basic inn.

- Agoraphobia- Being a natural wild child even with the out of the way village she lived in she preferred to stay in the forests and mountains than being with her own peoples little village. This love of the outdoors became the aversion she has now when a group of families from her clan went to a populated city of the old world ninja lands, only to be slaughtered by them within a few days of arrival. City bandits and thugs had killed them in a shelter they where staying in. When news got back to them about it Freya was angry, however she was more frightened by the fact of violence within those larger cities, thinking all you had to do is look at someone wrong in order to get shank. Through that end she has always done her best to keep away from big to middle sized cities and kept herself more into the smaller villages and towns surrounding those cities.

Personality: Before being put into crystal stasis Freya was a shy girl around her peers and especially her team mates. While she had to get along with the Jonin in charge and the two members selected by random draw. Though quiet she was also determined to complete missions given as quickly and as efficiently as possible. This would follow her around for years before a turn in her life left her to go out on the run.

Becoming a wild child her instincts from her clan and her fear of society began to morph her into what she and other people would call 'A animal in human form'. Having her instincts refined in the wilds she came out of her shell more and the determination on missions was maximized for her determination to survive ningen hunters trying to get her.

She is not afraid of blood & death and often employs animal like traits to hunt the hunters one at a time. In her time she was notorious hunter and soon found herself with a grand bounty exceeding 50,000,000 ryo [rounded up its 280,000 usd] towards the end of human kinds elimination and crystal prisons. Hunter Nin and Bounty hunters all came for her, making her much darker when facing them and caused her to have more twisted thoughts and traps for those who would pursue her bounty.

After being put into the crystal Prison most of her body was, for the most part, shut down.. it would take several centuries and the help of another mind to help her get out of the crystal prison she was in. She was driven even more mad in the isolation and paranoia began to creep into herself. Darker and more twisted thoughts came to mind. However The mind she reached out for helped her regain most of her faculties and from then on Freya and her partner, Onyx, began a journey for the past two months that was transpiring into the world...


History:
If you all want to read this essay, be my guess XD hit the spoiler when you feel like you can read a wall of text the length of your forearm.

Freya A Riddick, was born into a Nomadic Warrior Clan called, Furyogians. Often settling for small bits at a time in or around cities. It was the clans ferocity that made them great soldiers for hire and thus provided them a simple living on the road. Most times they would take up merchant deals and guard their caravans as a way to keep their nomadic style while also doing what they loved: Earning coin and Traveling the world with no restrictions. However Freya was born into the only tribe in the clan that had settled anywhere longer than a few months, Her tribe within the clan was called the Rintiks, Her family line, Riddick, hence her last maiden name. The Rintiks as well as most other Furyogians believe they can trace their origins back to one single person. The first of the Furyogians and also the first Rintik tribesmen,

The story goes that much like Kaguya Otsutsuki this Furyogian crash landed into the earth from a nearby 'star system' as he called it, over 500 years prior to the events to the end of the known world.. This man called himself 'Riddick' and so became the name of the most purest fighters in the clan. The Riddick Family established the Rintik tribe and so on until it became a nomadic clan. Thus the only known village for the clan was named after the a animal from the planet he hailed from "Ravens wood"'. With it being the only settlement for the clan the more nomadic tribes would come their and would relish in the revelry of their village counterparts. during the last century for the worlds humans population, Freya was born on what they called 'The second of fredas in the month of Twilight's End [Translated to gregorian it means Friday, Octber Second]. As a child she was often very active and would play with the kids she was familiar with but would shy away at the nomadic clans and hide herself from their children when they would visit. As she got older, and the other children became sour in personality and manners, the kids she used too play with now turned into a horrible bully against her. By the time she was 12 and ready to take their little towns education system for warriors she had completely shut herself into her own mind. However her determination and skills couldn't be denied with only three other students of war was excelling like she did, being that she was the second best student of the class. As they grew older Freya began to show signs or increased migraines and bright lights that she had no control over, This was making her dangerous to deal with as the more hurt she got the more rabid she seemed to turn out , which shocked everyone considering she was the shy quiet type not known for senseless violence.

The same thing was happening to a oy that was her senior in experience and was equally strange as he showed restraint in his fights with other classmates. The Male Student, Jason, and freya where then sent to the hospital of the town and told them that these two had become a rare breed of kinsmen that are born once in almost 100 ti 200 years. Like the Progenitor himself these two children of 12 years had become Alpha's. This unusual phenomenon was recognize as two things in their entire culture. One, It was meant to reveal a sign that a leader would soon be necessary for their survival And two these children would be at the center of many conflicts and rough tides ahead for the entire clans survival.

For these Children however it almost meant they would have access to abilities that others of then clan wouldn't normally have. The most glaring change where their eyes. Usually When Alpha blood begins to course more strongly during puberty the Alpha's eyes turn silver in color and had what the animal kingdom calls, Tabetum lucidum, or Alpha Eyeshine as they would call it. It was often reflective when shing a light into their eyes but also caused them massive migraines due to regular light being to bright to handle. It was then that Freya and --- agreed they needed something for the lights. The village happily made and by nights end for nearly four days in a row. made from the bones and leather of animals ---- was given a bleached bones eye rims black glass lenses and leather from a dire wolf with fur lining the inside. Freya on the other hand was given a Ebony blackwood from the sourthern countries and inlaid with animal ivory in eastern floral designs. Again they had dark lenses, for her it had a reddish hue to them compared to the pure black lenses her partner had. It also had white leather straps with fur lined from a illegal poaching of a mink [please dont call peta xP] that was dyed red so as to avoid suspicions.

Finally at the age of fifth teen the children went out into the war zones to help bring in money for the village. Freya and --- where excellent fighters and brought in most of the coin from mercenary battles against their clients foes. However something dark and twisted was going on inside of ---- something that no one other then Freya was witnessing. Freya then saw something that would change her life forever. She witnessed the murder of a young girl from a neighboring nation, she couldn't remember the young girls military coat of arms but the deed was done and Freya knew it, not the reason for the murder but knowing it happened. It took her forever to get back to Ravens Wood but by then something had happened and was to late for her. ----- had gone to both the village elders and the tribes chieftain and laid the murder on Freya. Angered by this betrayal Freya tried to explain her side of the story but it was falling on deaf ears.

Making the split second decision to bolt out of the warriors hall and then remove herself from Ravens wood. Having her pack stuffed she hurried as fast as she could manage and went off in the dead of night, having to avoid guards to do so in a luck of stealth on her part. Now basically on the run Freya began to look for places to hide out in the wilderness, making sure she left as little of foot hold for trackers to follow her. Over the next six months she had gotten use to the idea of being out in the wilderness and afraid of the cities for risk of discovery. Inevitably she was having a bad luck at hunting and had to go into the city for food. She had only entered the city of kirikgakure when she was ambushed not by her own clan but by what looked like ninja's from the city.

It wasnt much for her to deal with them, killing them out of survival for herself. She made it quick for them, death coming to them before they hit the ground beneath them. It was the first taste of death Freya had done herself but instead of puking all over she merely looked at them and made her way back into the wilds. she did pick up their gear, any food they had on them, and a piece of paper that was being held by what she assumed was the leader. When she opened it up tears started to shed as she read the following, "Freya a Riddick// WANTED// For the murder of a girl within the village of Ravens Wood/// Reward upon capture or death of identified body// 250000 Ryo Dead --|||-- 575000 alive"

Freya couldnt help that the tears came coming down. It was then and their she decided that cities, towns, and even small hamlets are corrupted by the condition that is 'Humanity' and seeing what they can do when it comes to their lies and cover ups. Upset by this turn of events she began to go into the deeper wilder area's, zones that for shinobi would be considered hostile fauna environments used for Chunin exams to test their mettle in survival. From their she trained herself, Though rather shitty at chakra and magik she had a little grasp of what to do with it.Over the course of five years assassins, Hunting Nin, and members of her own Furyogian Clan Stalked and hunted Freya only for them to, as most would say in the death buisness, "Get ghosted' never to be seen of heard from again. This left plenty of scars on Freya combined with now a twisted pleasure for killing those who threaten her survival, able to mess with them long enough that they themselves slip up
and end up dead with one of her traps or by her own hands hiding in whatever dark place she can emerge from.

In her 20th season, figuring she had trained enough to finally go back to her village Freya worked her way there and slew everyone that worked specifically for her former team mate, -----. As she arrived in the village in the early morning hours Freya snuck in around dusk to do the deed. It wasn't hard to find where he lived as he was a alpha male who brought good supply to the village making his lavished house easy to spot.As she crept in she saw what looked like ---- and some sort of concubine, certain not a wife as he did have his sights set on Freya before his plan of execution. As Freya grew closer to the bed she merely smiled as she herself was going to finally get revenge for the years of outcast living. There was no fight between them, Only a simple dagger thrust in both the lungs and necks of him and his concubine.

Right after she had done the deed she looked into his file desk to find letters of his hand writing before continuing with her plan. Going back over to ---- she made sure to eexpertly stich together the wound placed in his lung so as to make it seem he pulled a confession or a dual suicide/ Homicide event. The last part was copying his hand writing down to how he dotted his i's and crossed his T's. She made sure she was out of the village by day break. and slept in a whole week for isolation/ Finally she could get some rest and then, she would at long last able to come to the village she left those years ago.

When she decided it was time to go back. It didnt take her long, a few hours from where she was perched before slowly coming into the village with a hood up. lots of sobbing, tears, and cries of anguish could be heard throughout the village and she knew that with him presenting himself as a kind hearted Alpha Messiah that they would indeed miss his presence. Freya would walk up to one of the elder women to get her story and as she was talking to the kind old lady spears where drawn agaisnt Freya. Being told to lift her hood down and goggles off Freya complied and as she took off the equipment they asked for everyone gasped in shock, Their Alpha girl was back.

It would take a investigation near several weeks to conclude that Freya was not the culprit of the murder of the male alpha ----. With that done Freya was proclaimed the new alpha of her tribe and sought to restore the balance between the small group of alpha's and the regular warriors... However She never managed to get that far as the day after that She was encased and near frozen in the crystals that where plaguing everyone every where in the world.

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

As Time stood still for her she was able to get her faculties straight, she was able to think clearly if a bit on the sleepy side. She wondered why she was awake but then remembered what the elder told her when she was but a kid, applying that what was said happens often for the furyogians, "They say most of your brain shuts down during Deep-sleep, hibernated sleep. All but the primitive side, the animal side...." With this information in toe She began not only counting but running with idea's on what to do, what was going on, and soon after how to get out. It took several centuries but soon she was feeling that the time of her breaking out was nearing. One day in her crystal prison upon thinking to herself she felt a strong mental connection from something.. outside the crystal prison. She tried to reach out to it again but it did not connect again. Weeks went by as the thought of talking to someone other than herself was a thrilling fantasy she wished where real. however soon enough the connection was once again there again. this time they both reached out with their minds and connected on partners more clearly. The thoughts and memories of this creature where more basic than she thought and soon discovered the memories where that of what she believed to be a true blooded dragon. While the dragon didnt know how to speak anything else but in her own language. Freya then merely began sharing images between her and freya as it was the closest thing to a common language as they could get.

After a couple months in the crystal prison 'talking' to the outside occupant Freya was finally able to break free. Seeing the dragon for the first time overwheled her at the size of there after but she knew this was the entity However she soon recoiled herself into a friendly state of mind and began to close the distance between them. a Moment later Freya placed her forehead on the dragons snout as a sort of acknowledgment to her new friend.

the Dragons name was, Onyxia Volkabur Ziselaer, but everyone knew her as 'Onyx, The Volcanic Rage". Onyx was sad in the fact that when she was a young 30 year old dragon she decimated a small patch of forest for fun on a night trip with one of her siblings who was now dead. From then on the forest and the animals all thought the same thing, "A volcano ready to explode" "Ugh why do the gods allow these reptiles to burn our lands?" Can someone just kill it and be done with it?" Several other lines she knew where what the nature around them was saying, except the spirit of nature herself who did not mind the poor creature.

Freya and Onyx from then on began to travel together forming a close bond within the wild skies of this new world of there's. and while she doesn't like the title Freya was able to attain what is known as beast master status among those below the sky.She can only hope now, with less disgusting humans around the world to corrupt it that maybe this alpha girl can make a good living alongside her friend of the skies...



Personal Attributes:

• Shared Sight- After a short time of learning how the other works Freya can use up to fifty [50] mana to switch her field of vision to that of Onyx's. Allowing the other to view the world through their eyes. They cannot talk telepathically but they can talk to each other at a farther range vocally if they are within a 30 meter radius of the other.

• Evo Boost

Spell Slot Library- 10 (in the same attribute) may be acquired if said person gives something of equal or greater value in return. (10 Nin/genjutsu slots is equivalent to 1 style.) [exchange of style slot for ten spells]




________Capabilities
Experience Rank: D rank
Classes:
      • Beastmaster
      • (Second class at C-rank)
      • (Third class at A-rank)

Disciplines:
      • Ranger: Born for war and bound to but a single companion, the Ranger is granted a single companion that is as natural or unnatural as desired that grows alongside them. Beginning with four [4] more BCS than the other Disciplines, with an additional point every single Experience Rank, the Ranger customizes this beast to fit their needs and desires. The pet gains three quarters [3/4] of the mana, stamina, and slots that the Ranger does, always rounded up in favor of the Beastmaster. The beast remains at the same rank as the character, beginning its birth and growth at D – rank. This bond, while powerful, focuses growth nearly entirely on the pet, and as such the Ranger gains lest Beast Attributes than its counterparts, gaining one [1] at D – rank and A – rank.


Archetype: Fighter
Stats:

      Power: 4
      Agility: 4
      Intelligence: 3
      Mana: 1


Default Casting Method: smaller hand gestures
Stamina Pool: 415
Mana Pool: 200

      Materialization:
      Elements:
      tab • Earth
      tab • Fire

Evolutionary Traits (Evo's):[16//16]

• Blindsight || 2
→ When vision is impaired by any means, including simply closing one's eyes, the character can "see" in monochrome in all directions up to one hundred [100] meters per Experience Rank. This is an automatic process that sees through any non-living material up to one [1] meter thick. This effect can be activated at any time without blockage by paying five [5] Mana or Stamina, at which time the eyes' colors reverse. This may be maintained as long as desired

• Alpha Sight [Reskin Mana Trace] || 2
Freya's pupil sometimes have pupils that become bright white, inhumanly so as well as shine in the darkest corners and caves like one would shine a light at a cat or dogs eyes, allowing their vision to now perceive Mana at their normal perceptual range it also allows for night like vision being able to see things clearly in a black and white tones. However the drawback is that they also needs dark lense goggles to effectively see during the day time hours. This Evo can be used as a requirement for access to the Shatterpoint Fighting Style.

• Pyraborn || 3
→ Fire runs in the blood, more so than others. By taking this Evo the character gains access to six [6] custom talents that can be made and learned at any point. These talents are called "augments", and are able to affect any Fire-element spell the the user knows. Each Augment comes with an Activation cost of zero [0] to two [2], reflecting the changes the Augment makes to the spell.

• Woodborn || 3
→ Grants the ability to use Wood Ruler spells. This allows characters to use spells that focus on dead or rotting vegetative materials, such as wood (crafted or otherwise), dead or rotted vines, burnt or dead grass, etc. Different wood has different properties, as shown under Wood Ruler. All spells are weak against Fire spells

• Grounded || 2
→ Born with the natural ability to resist one [1] sense targetted by an illusion. This reduces the cost of Mind Blank by one half [1/2] rank

• Pain Ignorance || 1
→ Grants a pain tolerance that can be controlled, and shut off, at will. Allows complete ignorance of any pain, or some pain, or all the pain as one decides.

• Skilled Practitioner || 2
→ Selecting this Evo immediately grants access to two [2] Skills otherwise locked to another class or race. Not only can these now be invested in, but the Skill Practitioner gains one [1] Skill Point at every Experience rank

• Genius || 1
→ Immediately gain one of the two following options: four [4] Skill Points, one [1] Locked skill, or two [2] Proficiency Points.


Skills ► [02//02]

[evo taken]Hunting Humans [points [2]

[evo taken]Hunting Animals -

Hazard Detection/ Removal [points[1]

Trap Making -

Survival [points[2]

Gathering -





Proficiencies ► [04 // 04]
      • Unarmed Combat || Offensive
      • Light & Medium
      • Single-Handed Medium Weapon
      • Light Weapons
      • Double-Headed Weapon Types



________Possessions
Repertoire:
      Arcanist Spells: 03 // 03
      Illusionist Spells: 03 // 03
      Stages of Learning: 04 // 07
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00


Inventory:
      • Clothes
      • Leather Armor (Light Armor; D-rank Defense, Scale 10)
      • Kindjal Dagger [30 durability] -- Shaska Sabre [30 durability]
      • [1] Longbow and [10] Arrows
      • Backpack
      • Bedroll
      • Flint and Steel
      • Whetstone
      • Waterskin
      • Rope, 20m


________Library
{Arcanist Spells}:


      • Flame Spread
      Rank: D | Strength: D | Speed: --
      Description: This spell allows the user to extend a flame from their hand to any weapon or item they may be holding. This creates a surrounding layer of flame around the object, but the object is unharmed. This can only extend to a length of 3 feet maximum, or the length of a medium sized sword. Lasts three [3] posts before an upkeep of half the original cost is required to keep the technique going.

      Fire Manipulation
      Rank: X | Strength: X | Speed: X
      Description: This control allows the user to create and bend fire. Not only can it take any form the user desires, but it can also be shifted around as if it were a part of their own body. It should be noted that one can manipulate fire both that they created and naturally occurring. Additionally, any fire that is being freely manipulated is not very strong, and can be broken or blown away as if it were completely natural. It should be noted that techniques can be made smaller while retaining their rank.
      Rank E: Very small amount of fire [a spark].
      Rank D: Small amount of fire [a palm-sized fireball].
      Rank C: Medium amount of fire [a campfire].
      Rank B: Large amount of fire [a bonfire].
      Rank A: Very large amount of fire [a roomful of fire].
      Rank S: Massive amount of fire [a house-sized fire blast].
      • Requires [5] parts of a paragraph to learn, but is not required to learn other fire spells. Receives no reductions.
      • Manipulated fire loses any modifiers, and is beaten by techniques of the same rank, or one rank lower against water.

      Fire Resistance
      Rank: Passive | Strength: -- | Speed: --
      Description: This is a passive ability that is the first in two steps to protect the user from damaging themselves with their very own fire spells. Although not necessarily mandatory to learn the finer points of the tree, it does provide a buffer against self-inflicting injuries. For example the user is able to withstand increasing amounts of heat, up to their experience rank.


      Flaming Palm
      Rank: D | Strength: E | Speed: C
      Description: This spell allows the user to form and hold a spark in their hand. They then amplify it with their mana until it is a small flame. Slamming an open fist into the target, they push the flame into their opponent, causing clothes to burst into flames or minor burns to appear on the body.

      Wood Clone
      Rank: D | Strength: D | Speed: D
      Description: A clone that is created by using mana to alter the user's own cells into vegetation. The clone is a physical clone and can therefore make physical attacks. It is also able to use any wood spells the user knows. Moreover, since the wood clone has the ability to merge with plants and trees, it is also great for reconnaissance missions. It can take physical damage up to one [1] rank higher, but is destroyed by fire. If a wood clone is changed into a seed and ingested into the body or left on a target, it can be used as a transmission device of sorts. The user can use these to track their target as the seeds respond to their mana.

      Threefold Wooden Shield
      Rank: D | Strength: D | Speed: --
      Description: The user forms a shield of wood, which consists of three round parts out of their hand. The shield is very durable and can be removed and reconditioned any time the user wants to. The shield can take up to one rank higher in damage before it breaks, but is susceptible to fire.

      Wood Manipulation
      Description: This control allows the user to create and grow existing wood at a rapid rate, or pull it straight from the ground. Not only can it take any form the user desires, but it can also be shifted around as if it were free from the ground. It should be noted that one can also manipulate naturally occurring wood, so long as it matches the type(s) they are capable of using. Additionally, any wood that is being freely manipulated is not very strong, and can be broken or shattered as if it were completely natural. Should be noted that techniques can be made smaller while retaining their rank.
      Rank E: Very small amounts of wood [bits of bark, twigs].
      Rank D: Small amounts of wood [saplings, large sticks].
      Rank C: Medium amounts of wood [young trees].
      Rank B: Large amounts of wood [medium trees].
      Rank A: Very large amounts of wood [large trees].
      Rank S: Massive amounts of wood [ancient trees].
      • Requires [5] parts of a paragraph to learn, and must be learned before proceeding to other techniques. Receives no reductions.
      • Manipulated wood loses any modifiers, and is beaten by techniques of the same rank, or one rank lower against fire.


      Underground Roots
      Rank: D | Strength: D | Speed: --
      Description: The user can manipulate the terrain, bringing out underground roots of varying sizes to fit various offensive situations, such as using the roots for trickery, misdirection and restriction.


      Earth Manipulation
      Description: This control allows the user to bend stone and soil. Not only can it take any form the user desires, but it can also be shifted around as if it were a part of their own body. It should be noted that one can only manipulate earth that is naturally occurring, as it is present almost everywhere. Additionally, any earth that is being freely manipulated is not very strong, and can be broken or blown away as if it were completely natural. It should be noted that techniques can be made smaller while retaining their rank.
      Rank E: Very small amount of earth [a pebble].
      Rank D: Small amount of earth [a rock].
      Rank C: Medium amount of earth [a boulder].
      Rank B: Large amount of earth [a stone slab].
      Rank A: Very large amount of earth [a small hill].
      Rank S: Massive amount of earth [a large hill].
      • Acts as [5] techniques for learning purposes, but is not required to learn other Doton techniques. Receives no reductions.
      • Manipulated earth loses any modifiers, and is beaten by techniques of the same rank, or one rank lower against lightning.

      Stone Breast Plate
      Rank: D | Strength: D | Speed: --
      Description: By taking earth and rubbing it on their chest and stomach, the earth is hardened into a stone breast plate that adds extra protection to the user. The breastplate is held intact through the mana molded into it. To activate, simply rub some earth on the torso. This spell can take a maximum of C-ranked damage before breaking.

      Earth Clone
      Rank: D | Strength: -- | Speed: --
      Description: This spell creates one [1] physical clone out of the ground. Its fortitude is incredible, and it's very powerful, but lacks speed. The clone has a D-rank defense, with a scale of [2], and can deal up to D-rank damage, but it is very slow, as are any attacks it uses, and, as such, are one [1] rank slower. As a physical clone, it can use any physical techniques and proficiencies the user has up to C-rank, but all attacks are only E-rank in speed.

      Rock Shield
      Rank: X [learned as D] | Strength: Variable | Speed: --
      Description: In the spell, the user lifts up a giant piece of earth and uses it as a shield. For every rank, the shield grows [2] meters by [2] meters, and thickens by [3] inches. All it takes to activate this technique is to grab the ground. Only blocks in the direction the wall is created, and the user is still vulnerable from other angles. X is equivalent to the user's current rank, and any ranks below it.


      Name: Wild Empathy
      Rank: X [learned as E]
      Duration // Upkeep: N/A
      Element: N/A
      Requirement(s): Beastmaster class
      Description: This ability allows the Beastmaster to temporarily tame an animal to aid them in various endeavors. By using an amount of chakra equivalent to the creature’s rank, the Beastmaster may deliver a variety of requests to the animal they are attempting to communicate with. The number and complexity of requests is determined by the intelligence of the creature; a normal animal can handle one [1] simple request (such as fetching an item), whereas semi-sentient creatures can handle as many as three [3] complex requests (such as particular maneuvers or attacks, or following a set of directions). As it is a request, there is no guarantee the attempt will work. If an equivalent rank of chakra is used, the chances are [50%], and the chance either increases or decreases by [25%] per rank above or below the creature’s rank. The user must roll a four [4] sided die during the post the technique is used in; each number represents [25%]. This cannot be used on sentient or hostile creatures (though hostile creatures can be calmed).


      {Illusion Spells}:
      • Mirage Minora
      →→Rank: D
      →→P/S. Sense: Sight // [iSound]
      →→Base Duration // Upkeep: 3 Posts // 5 Chakra
      →→Source: Phantasm // Requires long stretch of similar terrain for full effect
      →→Description: In this genjutsu, the victim has the impression to cross an area over and over again while in reality, it does not move at all. Once noticed, the technique can be easily dispelled. Sustains itself within the targets, by drawing the same rank of chakra from them, until dispelled. The target is unaware of this process.

      • Dokuji no Gisou [ Camouflage of the Peculiar ]
      →→Rank: D
      →→P/S. Sense: Sight // -
      →→Base Duration // Upkeep: 4 Posts // 5 Chakra
      →→Source: Phantasm
      →→Description: Taking in natural components to their attire (leaves, twigs, dirt, mud, etc.) a person is able to lie still or move in an area of similar settings and remain completely impervious to detection. By strewing together Chakra and a visual illusion, whatever the user takes onto their clothes bind to them and become a literal part of their appearance, changing it to suit the environment. Simply touching the user will cancel this Jutsu, though.

      • Hada no Kamereon [ Chameleon Skin ]
      →→Rank: E
      →→P/S. Sense: Sight // -
      →→Base Duration // Upkeep: 6 Posts // 5 Chakra
      →→Source: Visual Phantasm
      →→Description: Forming Chakra in the area around them, the user creates a basic Genjutsu whose purpose is to help blend their body in with whatever surroundings are available. The illusion is not perfect however and higher ranked Shinobi are far more adept in seeing through the Genjutsu

      Combat Style learning stages

      Everstream || 2
      S t a g e O n e
      Whirlwind Training
      Rank: E - rank || Training
      Description: The user trains to be better suited to dealing with the shock of landing and training the muscles of their legs and arms. This makes for faster movement and stronger kicks as well as reduces the damage felt from falling or landing by one [1] rank. Likewise, this allows the user to jump half-again as high or as far as the average person.

      Somersault
      Rank: X - rank || Simple
      Description: A simple move almost all people are capable of: a somersault. The user trains their body to be able to somersault when landing after a long fall to mitigate any damage taken and then immediately act. Consumes no Actions and confers one [1] rank increase to the speed rank of any physical ability used directly after the fall. If used in combat, it takes the form of a roll designed to get around an enemy and is treated as a rank higher than paid for purposes of evading physical techniques.

      Power Slide
      Rank: X - rank || Simple
      Description: The user uses an obstacle of some sort about waist-height and propels themselves over it. As they propel over an obstacle if the intention is to strike someone instantly on the other side apply any Speed Rank increases to the Damage rank of the attack. If there is no opponent or target instead the user is granted a one [1] rank increase to the Speed rank of movement-based attacks.

      ___________]S t a g e T w o

      Switchblade
      Rank: D - rank || Training
      Description: This is a training that teaches the user how to switch directions when landing a flip, allowing for one to flip backward and then forward and vice versa without a moment's hesitation. After this training is complete, the user may use up to one ability per post that would lower their speed without suffering that reduction. If the user has learned Unarmed Defensive proficiency the user gains the ability to use Somersault to evade once [1x] per post without it consuming an Action, but only against opponents whose body rank is at or lower than the rank the user has trained their proficiency to. This Somersault cannot be immediately followed by an attack.

      Kickflip
      Rank: X - rank || Supplemental
      Description: The user is able to kick off of a surface, rotate vertically and bring down one or both legs in a heel dropkick. This can be completed either backward or forwards. If used after a movement ability, talent or spell, the user may apply all current Speed Rank bonuses to the Damage rank. However completion of this Talent will cause all temporary increases to speed from any source to be immediately stopped, even if being upkeeped or still in the Base Duration.

      Roundabout
      Rank: C - rank || Simple
      Base Duration // Upkeep: 2 Posts || 10 Stamina
      Description: When following the same steps as a Power Slide the user may take hold of a hard corner or some other object and pivot up to ninety [90] degrees up to one [1] time per experience rank. Each time they pivot their Speed rank will increase by one-half [1/2] rank. If Roundabout is in use and the character pivots into a strike all of their stored Speed Rank increases are dispersed as bonuses in Damage Rank. Anything that causes the momentum to slow will cause a reduction in the number of bonuses applied from consecutive




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Jenni Deer

Dangerous Lunatic

PostPosted: Fri Jul 16, 2021 5:41 pm
User Image

________Personal Identification
Name: Oh! This one I actually remember! My name is Pearl
Age: I was in my 30s I think? But it seemed that I had reverted to my younger years. I might be eighteen
Race: W-why would you ask me that? I-I'm normal! Of course! Nope. No wind Entite here.
• Spells of their elemental heritage (excluding the manipulation spells) are considered one [1] rank stronger. However, elements of their opposing nature act as one [1] rank stronger against them.
• Entites are able to use the manipulation spell of their elemental heritage at a one [1] rank reduced cost, to a minimum of [5] mana.
• Fleet-footed - When moving, whether in an attack or just movement, the Entite is able to completely redirect their bodies up to 180 degrees. Furthermore, movement abilities are granted a one half [.5] rank reduction in cost. They are weak to Fire.

Physical Description:
• Height: 5'5"
• Weight: 113lbs
Fears:
Possessed tea pots. It's-It's a long story...
• Not being in control of my powers or my sweet spiders.
Fire. W-why are you looking at me like? W-would you like to b-burn to death too!? It's a rational fear!
Personality: M-me? Oh um! I love to ask questions and being curious! A lot of people say I talk too much, but I beg to differ! I just haven't found the right friends!
History: I... can't remember much. I do remember I was training at home. Ballet! Oh wow... ballet. Do we still have music? Oh! Sorry, got off topic here... my parents were farmers so I help them out, I always listened to music with my headphones. We have been under attack a few times, because, what do ya know? Predators. Not just animals, humans can be the worst monsters ever. I'll take a bear over a human being any day. I had killed some to protect my family. You got to do what you got to do. Right, so my family's farm had massive acreage, so we can have privacy in our home as well helping our parents. I help them on weekends cause during the week I'm in ... ballet classes. I don't remember how I... got into this crystal you speak of or what my memories were before it.

I do remember the smells... I mean smells right before I got into the crystal thingy ...I smelt earth and fire. Not actual fire of course, but the ashes and smoke. Are we done?

Personal Attributes:
      Deluxe Shift: While most take one [1] full post to change into their elemental form, you’ve found the secret to becoming one with your birth element. As such it takes no action at all to change into your element, and can be done as part of any Action taken.
      Consumption: Gain the ability to devour the element you are born from and regain energy in the process. Able to gain back one quarter [.25] of the associated cost with a rank (minimum of [5]) of that element from consuming it, remove it from existence by absorbing it into your body through a variety of means. I.e. if the rank of fire is C - rank, you would get back five [5] Mana or Stamina. Another Personal Attribute, or taking this one twice, may be used to increase this to one half [.5] at most.
      Ride the Wind: The spiders she obtains with hiveborn are able to ride the wind aka be part of any wind spells that Pearl casts/uses if she so wishes. In addition, thankfully, spiders are small so they become small as mites as they bury into her pores to be inside her body and when they leave the body, they grow up to a dime-sized spider but no bigger. [ This is more for cosmetic purposes cause having tunnels in the body seems weird to me ]

________Capabilities
Experience Rank: E
Classes:
      Skald
      • (Second class at C-rank)
      • (Third class at A-rank)

Disciplines:


Archetype: Performer
• Half [.5] rank increase to illusion strength
Stats:
      Power: 1
      Agility: 4
      Intelligence: 3
      Mana: 4


Default Casting Method: Performance → The ability to perform to cast your spell, such as singing, dancing, drumming, etc. Performance has the benefit of masking your casting, making detection of the spell's triggering difficult at best, but by its nature Magic wishes to flow with the performance. As such, while performing to cast spells, increase the Base Duration of the spell by two [2] Posts. When selecting Performance, please also select one [1] Performance Type that is hard locked. For each Path that is picked that has it, and for each discipline or Personal Attribute generated for this, you may select one [1] more Performance Type.
► Locked: Dancing/Ballet
Stamina Pool: 100 / 100
Mana Pool: 100 / 100
      Materialization: Harsh white winds engulfs her with variations of pink to greens, looking like Northern Lights
      Elements:
      tab • Wind
      tab • Earth

Evolutionary Traits (Evo's): 07 // 07
• Hiveborn || 3
→ This Evo causes one to be born with extra tunnels and spaces within their bodily structure that mimics that of a hive. By taking this evo the character is able to obtain contracts with insects to live inside them, granting access to rare and unusual Hive Ruler spells that utilize the insects as both fuel and fire. This causes a mental bond to be established between the swarm/hive and the host. This only works with insects that live in large communal structures. They are to call forth insects to your control without a spell, and is an innate ability that can be cast without medium requirements.
Twice Minded || 2
→ This evo merges your mind with your hive, allowing them to constantly be in contact with you. In times where having another person use Mana to help you would benefit you the Hive may count as doing so automatically, without direction to do so. This especially helps with Genjutsu, as while they can be fooled, they are independent of the Illusion, making them more difficult to fool than the average person.
Mana Font || 2
→ Born with a natural font of mana within you, begin with a passive bonus that increases all mana regeneration by one [1] step. If regeneration is normally impossible then gain a passive regeneration of fifteen [1] mana per post. Normal restoration rules trump this base.

Skills ► [06 // 06]
      • [ Tier 2 ] Survival
      • [ Tier 1 ] Gathering
      • [ Tier 1 ] Farming
      • [ Tier 2 ] Hunting: Normal Animals

Proficiencies ► [03 // 03]

      ► Medium Range
      tab Crossbow
      ► Unarmed Combat:
      tab Offensive: 0
      tab Defensive: 1
      tab Grappling: 1

________Possessions
Repertoire:
      Arcanist Spells: 01 // 02
      Illusionist Spells: 00 // 02
      Stages of Learning: 00 // 01
      {Ability Type} : 00 // 00
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00
      {Ability Type}: 00 // 00

Inventory:
      Medium Ranged Weapon [Durability 30] ► Repeating Crossbow
      • Oiled Waterskin
      • Backpack
      • Normal Clothing
      • [ 6 ] Whetstone
      • Blanket
      • Skinning Knife
      • Mess Kit
      • [ 2 ] Soap
      • One person tent
      • [ 20 ] Arrows


________Library
Wind:
      • Wind Manipulation || Rank E


 
PostPosted: Mon Jul 19, 2021 4:30 pm
Kirra Yamata
Personal Attributes

  • Shared Sight - This sounds more like a spell than a personal attribute, so you may want to submit it as custom. Also the 2nd half doesn't work at all at the moment. It may change in the future but for now, I'd recommend giving them an empathic link, which is sort of unspoken communication, like how animals communicate. I would be fine with something like that.
  • Evo Boost - Please state that it gives you an additional [3] Evo points.
  • Spell Slot Library - As mentioned in the rules for PAs, found here: Easy Technique Freebies: 5 Stages of Learning may be obtained free of charge via personal attributes. 10 (in the same attribute) may be acquired if said person gives something of equal or greater value in return. (10 Spell slots are equivalent to 5 Stages of Learning.) Members may gain 10 Spell slots, 5 Stages of Learning, or 2 custom ability slots free as a personal attribute. If said given-up slots aren't available until such a body rank then the PA is locked until they are available.

    The description here needs to be fixed, so I'll clarify. You can have [5] Stages/[10] Spells for free, or, if you want to get [10] Stages, you can sacrifice [10] Spell slots. On that note, unless I'm missing something, you only have [6] total Spell slots you can sacrifice ([3] Arcanist/[3] Illusion), so you would be unable to use this PA until you get [4] more Spell slots to sacrifice.
  • Beast Attribute - Ranger gets [1] special attribute at D-rank that gives them a feature of their companion's. Something typically minor, like low-light vision with slit pupils, a change in natural senses, a stat boost, claws, etc.

Disciplines

    Just need to update Ranger to the updated description.

Stats

    As a D-rank, you get [2] more points to assign.

Casting Method

    All classes have recently been updated. You can find the explanations and benefits here. Beastmaster can choose from → Primal, Object Medium, Magic Circle, and Ritual.

Stamina/Mana Pool

    Just a reminder that, because you're starting at D-rank, you only get half of the E-rank package you get from your Archetype, meaning [25] Mana, [75] Stamina. The D-rank Archetype bonus gives you an additional [15] Stamina. Then, you get [300] points to split between Mana and Stamina from your class (with at least [25] going into each. So you should have:
  • [50] Mana
  • [115] Stamina
  • [250] to distribute as you desire

Evos

    I mentioned this already, but you should only have [10] from being Human, and [3] from your PA, so be sure to update this, and adjust numbers as necessary.

    If you decide to keep Grounded, make sure you choose a sense that you can resist. If you choose Skilled Practitioner or Genius, make sure you list what you choose as well. Alpha Sight, I'll get back to you on that.

Skills

    Without adding the Genius or Skilled Practitioner Evos, you should have [7] Skill Points to spend. Being Human also lets you unlock [1] class-locked skill and have [1] point in it.

Slots

    Without adding your PA (see above), you should have [6] Stages of Learning (unless I'm missing something). Remember that you only get half of the E-rank starter package because you're starting at D-rank.

Inventory

    Reminder that starting at D-rank you have to choose one of the starter inventory packages found here. If you did, please list which one.

Library

    You have a PA that wants you to sacrifice spell slots in exchange for Stages (if I'm understanding correctly, but see above regardless), but you have spells using those slots listed on your profile. You get [1] spell/talent to start with that does not take up a slot, and [1] additional for being Human. But you have to learn anything else in character; you don't just get to know them starting out.
 

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Haffon

PostPosted: Wed Jul 21, 2021 9:12 am
User Image


________Personal Identification
Name: Coello Hexham
Age: 15
Race: An Teaghlach (he's a bunny/wolf mix, so I plan of making him aesthetically as a bunny, but use the wolf transformation).


Physical Benefits ►

→ [+1] Power
→ [+1] Agility
→ Heightened Senses [1.5x Human Average]
→ One half [1/2] step increase of natural Regeneration effects
→ One half [1/2] rank increase of Collaboration effects when performed with at least one other [1] person. Still follows Collaboration rules.
→ Lunar Phase ► Full Moon
→ Transmission Method ► Bite
→ Phase Benefits ► Increase Speed and Strength stat of next three [3] techniques by one [1] rank


Physical Description: -

Personality:

tab Young, naive, and at times skittish, Coello is very much what is expected of a bunny to be. But for however true his nature may be, Coello despises his natural softness as "unmanly". The image of his brothers—someone strong enough to carry other's burdens in silence—forever burned into his head as an ideal to strive towards. If possible, Coello hopes for the day when he may stand as an inspiration to others, just as his brother did for him.

tab "When you act as a shield for others, you would be surprised at the magic that can grow from them in the peace you created. I mean, just look at me. Now, I only want to repay what my brother did for someone else."


Strengths:

tab • Determined to a fault, Coello strives to become better in every regard. In his eyes, a man is someone who you can rely upon in any situation, so he must be able to fill that role.

tab • Coello's sharp and clever nose has saved him more times than he can count and also comes in handy during his long hikes into nature. Anyone who knows him will know Coello swears by aromachology as a vital addition to any successful magic show.


Weaknesses:

tab • While some might see bright passion as a benefit, it does carry its drawbacks. By nature, Coello always tries to do what he believes is the right thing, but in his quest to become a true man, those who would mislead him by his virtues would find the task simple.

tab • Any form of emasculation sends Coello into a fury. He despises how small being a bunny makes him appear to others, and many times will try to overcompensate for this.

tab • Paired with the above trait, Coello goes to great lengths to hide his moonlight transformation, which is particularly strong in his case. For [5] posts after a transformation, Coello will revert to a more primal bun state, in which he loses all sept benefits and becomes a pathetic talking bunny.


Fears:

tab • The nemesis to Coello's lifelong dream to become a magician: public ridicule. Never admitted to anyone, but night after night brings the same nightmare.

tab "Well, ah, there's this grand stage laid before me. Hundreds of eyes look back at me from the crowd, but their faces are obscured by bright spotlights. Then, when I look down, I'm... completely naked!"

tab • As unbelievable as it might seem, life as a bunny boy has its disadvantages. A strong and irrational fear of being eaten is only one such drawback. Occasionally, the image of open jaws will send a shiver down Coello's spine.


History:
tab • Born human, but recently awakened his latent bunny powers from his mother's side.
tab • From the Era of Division.

Full backstory

I guess... I can start with what I remember. My earliest childhood memories weren't happy ones. I couldn't understand what happened at the time, but my brother saved my life after my father went... uhm, beasty. I can see the confusion on your face. No, my dad wasn't a bunny like me. I'm not really sure how it worked, but the way my brother explained it to me was that dad was a human first. Later he was cursed to become a wolf, but that didn't stop him from falling in love with my mother, a... well, she was like me, a bunny-human.

Anyways, after my father went crazy, he... ate... my mother. But it's okay, really! My big bro always made sure I was taken care of. We would always travel all over the place, so I was never bored! I even got to explore some really neat places. But yeah. Sometimes I miss my big bro. He always had so much of dad in him, in the wolf part, I mean. Hm? Where is he? Ah, well, he kinda sorta... left me behind. It's not like that, though! My bro was the real embodiment of a man. He would never leave me behind if he could have helped it!

I think he was just sick, sick like dad was. He never showed it, always tried to hide his weaknesses so I wouldn't worry, but I could tell there was something on his mind. I guess it must have become too much one day. He left me in the care of this cool magician guy we were friends with for a long time. That's where I learned my love for magic if you haven't guessed.

It's funny. When I was little, I never understood why I couldn't see mom or dad. Thinking back now, it must have been really hard on my big bro too. But he was always so strong. That's why I plan on finding him again, and when I do, he'll get to see how much of a man I've become!


Personal Attributes:
tab • Catch Me If You Can: movements not relating to or instigating combat may be freely sped up via speedborn powers, making them uncatchable to normal human eyes.
tab • Extra Fluff: Coello may freely grow bunny fur, which allows his frostburned trait to be extended to anyone who cuddles him.
tab • Gain [3] evo points.

Teaghlach Attribute:
tab • Wolf In Sheep's Clothing: past girl problems have awakened the inner wolf within Coello. Under normal circumstances, Coello permanently gains a bunny-like appearance, but during transformations, becomes a wolf sept.


________Capabilities
Experience Rank: E
Classes:


Disciplines:


Archetype: Magician
► Bonuses

• [2] additional Illusion slots.
• Half [.5] rank increase to spiritual speed.


Stats:
      Power: ☆☆
      Agility: ☆☆☆☆
      Intelligence: ☆☆☆
      Mana:☆☆☆☆

Default Casting Method:
Via performing every day magic tricks. Ex. pulling a rabbit from a hat as performance. The rabbit opens it's mouth and summons a cannon to fire at people, or breathes fire

Stamina Pool: 100
Mana Pool: 100
      Materialization: Chakra bunnies running out of hats, gloves hands chasing them, and decks of playing cards being scattered in different directions. On rare occasions, a wolf will form and watch over Coello some distance from him.
      Elements:
      tab • Fire
      tab • Lightning

Evolutionary Traits 09 // 09:
• Speedborn
• Stormborn
• Weathered
• Weather Sense
• Frostburned 

Skills ► [06 // 06]
      • Survival [03]
      • Stealth [03]
      • Foraging [02]

Proficiencies ► [03 // 03]
      • Handheld Ranged Weapon
      → Kunai

________Possessions
Repertoire:
      Arcanist Spells: 00 // 02
      Illusionist Spells: 00 // 02
      Stages of Learning: 00 // 01

Inventory:
       • Super Light Armor
      • Backpack
      • Flint and Steel
      • Rope, 20 Meters
      • Bedroll
      • Two Person Tent
      • Hidden Pockets Clothing
      • Mess Kit
      • Soap
      • Camp Hammer
      • Kunai  x4



________Library
Stormborn:
tab • Storm Manipulation

Speedborn:
tab

Arcanist:
tab

Stages:
tab

Illusionist:
tab



Royal Taorito


   
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