• Be sure to join the discussion on our discord at: Discord.gg/serebii
  • If you're still waiting for the e-mail, be sure to check your junk/spam e-mail folders

The Ritual of Power

Kawaii Kyuubi Kitsune

Kawai Nogitsune
The trees swayed gently in the unnatural breeze, and the shadows below them danced like puppets in the light of the blue moon. The ritual had begun, and a figure rushed through the forest. The black cloth that was bound tightly to his body with black cord gave little camouflage in these conditions, especially with his amber elven eyes glowing and his long glistening silver hair stretching out behind him The rips in the fabric showed how crudely made it was, and it was clear that the black cord was all that was holding it all together. Tucked under his arm was a a white scroll...

I have waited a long time for this. Some mere human found the source of all magic that my people have been searching for eons for, splitting into the eight different magic schools the average mage practices as was predicted. With it we'll be able to end the corruption of this world and force all demons, whether real or metaphorical back to the depths of whatever foul plane of existence they came from.

An unnatural glow slowly became visible out in the trees in front of the elven thief. He ran towards it, heartened by its presence gave him the will to run faster, as did the knowledge time was running out. If he failed it could be another fifty years before the scroll could be any use again. Still the distant sound of a blacksmiths hammer of metal was a little unnerving, especially when it was coming from the same direction as the light. They couldn't be coming from the same source, could they?

G'eit will need this scroll to finish the ritual safely, then it'll be clear whether his theories were right about the source. I can't let him down... This requires to be done under the light of the second blue moon in a year, and years that have two nights with blue moons are a long time apart. We must create the eight solders of magic, ones with the source of magic in their very bones, unleashing the magic through their veins. Magic with few limits...

The forest gave way to a clearing, in which eight balls of swirling darkness resided, situated in a circle, and the air sparked with raw, unstable magic. The thief stumbled to a stop, speechless. G'eit was not preforming the ritual alone. He didn't look towards G'eit, but instead the slightly shorter and much fatter figure in the clearing. The figure was clearly a dwarf, even without the glowing of an improvised magical forge and the sound of the dwarf working metal. Covered in metal plates and facing away from the thief it was impossible to tell much about this dwarf in particular.

There should be no need for any metal to be worked on in this ritual, let alone a lowly dwarf. It was bad enough I had to come to this kingdom overrun by them, but now to work with one?

“I see you are a little late,” A hand patted the elf on the shoulder, a tug pulled the scroll out of his grasp. The voice was that of the human named G'eit. There was no need to turn around, it was easy enough to remember what he looked like. Skinny and frail looking, G'eit certainly didn't look like much a a threat in a fight unless he used magic. His hair was midnight black, same as his eyes when his glasses weren't giving too much glare for anyone to see that, though his skin was slightly tanned. Always wearing a humble brown robe. “Almost too late”

“Alas, the scroll of the secrets of the memory was harder to obtain from my brethren than I thought.” The elf spoke, keeping his eyes on the dwarf. A slight pain in the should where G'eit touched him seemed odd, but it was probably the stress of running so far. “As you should know the gray elf sub-culture is a bit against dealing with others, even the more flexible elven communities would have been against it if they knew a dwarf was involved. That is that thing doing here anyway?”

“If yea must know I've been burning off the birth marks of the buggers we've got in the cocoons here,” The dwarf spoke in a very gruff voice, as rough as nails was only an accurate metaphor for the voices of a few dwarves and this was one of them. “Now I be finished with removing all identifying marks from everything they had with 'em.”

“B-b-but the scroll was meant to prevent memory damage from the ritual, why hide who they are?” A jolt of pain knocked the elf to his knees at the end of his sentence. “What is this pain I feel?”

“It is the pain of being betrayed for the greater good. You see I couldn't risk losing someone loyal to this ritual, so I need to make sure all these victims' personal memories vanish forever. There is only a small chance they” G'eit laughed, “The poison I injected into your shoulder will be slow and painful, as I don't want your body to be too badly damaged. You see, we've got a necromancer in one of the cocoons and the consciousness is splinting, thus we need a specially prepared dead body or else lose a tiny bit of my hard work...”

“They'll figure out you did this to them.” The elf interrupted, “They'll hunt you down and stop whatever foul scheme you have. You'll fall to the same power you created.”

“You're forgetting why I am doing this, I will end the corruption in the lands any way I can. I'll implant my image in their minds, they'll seek me out in the town which is only a few minutes away. I can offer them what they want, and they'll do what I ask of them. No memories beyond the occasional harmless piece about things like how dragons breath fire, and other basic knowledges, might actually give them a fresh perspective too. How should I put this... Alas, their personalities will likely remain as they were, shaped by memories they no longer have and filed with desires I can arrange to be fulfilled.”

“Yea need to have the next part of preparation now,” The dwarf walked towards the elf, in an out stretched hand a ball of glowing green liquid floated. “This acid shall have yea flesh off in mere minutes...”


Hours later, the sunrises and the black cocoons collapse, all remains vanishing, revealing the eight occupants. Memories erased and strong magic they know nothing of flowing within them, they are ready to face the world and change it...

Please Note:
*The last day of sign ups is Monday the 6th of February. The RPG will then start on Wednesday the 8th of February. These dates are set in stone, assuming no unforeseen disaster wipes out all chances of me keeping to this, like the end of the world.
*I will not choose who gets in and who doesn't till sign ups close. Only the best seven or eight characters will be accepted. Being significantly different than other characters, as well as overused character designs, does greatly improve the sign up.
*Multiple characters is allowed, but they will be judged separately. One may be accepted without the other, or possibly both will be accepted. Having more than one character will reduce the number of players in this RPG.
*Unlike most of my other RPGs, I do not intend to make extra rules about how bunnying, and other things, will be handled. I consider normal RPGing rules perfect for this RPG.
*Unlike mot of my RPGs this one has a running plot. It is a flexible plot and a character's actions can greatly affect the entire world around them even if they don't do as they are told, but this is not an excuse to be a twink. This also means I would rather take a full game-master position to handle the plot, but will take an actual particapating character if there is a position no one really wants to take.
*This RPG is based in the Dungeons and Dragons universe, though knowing details of Dungeons and Dragons will neither be required nor give any advantage due to how much I have changed for this RPG. Everything will be explained fully, knowing information already may just save on some reading.

Sign up form
Name: (Whatever name you intend your character to choose to go by, considering that their original name is lost. This name doesn't have to stick and can be changed at any time if there is a reason your character wants to.)
Age: (Approximately, since your character can't possibly remember what it was. Non-humans age at a different rate to humans, so please state if you are not using normal years.)
Gender: (If applicable)
Species: (Human, elf, gnome... really anything that fits into a fantasy setting will work, but anything too much more powerful than a human will come with penalties to magic.)
Description: (Same as with all RPGs, but no modern clothing.)
Personality: (Same as with all RPGs)
Strengths and weaknesses: (See strengths and weaknesses section for more info)
Weapon and/or protective equipment: (A brief description of your character's weapon and/or protective equipment. Nothing too fancy, as any details that would be used to identify your character would have been removed... nothing magical either, you'll have to earn magic equipment)
Magic: (Choose from the magic section, though list three or four in the order of which you want most. As much as I will try to give everyone their first choice, I also don't want double ups, thus first choice goes to the best.)
Specialty: (Optional: Within the magic you get, you may choose some sort of specialty. Be it a certain spell, a certain sub-group of spells, or some sort of skill/s relating to the magic, you will get bonuses to it. Only do this for your first choice of magic, as doing more would make you look pessimistic about getting your first choice. If you fail to get your first choice, you will have to change this section.)
Other: (Anything you want to add about your character.

Sample RPG: (Optional for those I have RPGed with more than once, compulsory for everyone else. Do a post of your character participating in an activity relating to their cultural heritage. This has to be done like you would do an RPG post, not for you to extend longer through means not possible in a normal post. Since this is before their memory was wiped, they will be going by their original name, which is different to the name they will go by in this RPG. This may be optional, but may be an important factor in whether you get your first choice of magic or not)

Strengths and Weaknesses
All people have things they are good at and things they are bad at, and in this RPG strengths and weaknesses need to balance out. There are general strengths/weaknesses and specific strengths/weaknesses.
General: If you choose one of the following as a strength, you must choose another as a weakness. You may choose to make one a greater strength by making two others weaknesses plus one specific weakness. In place of a weakness, you may make two things that are already weaknesses into greater weaknesses. As neither a strength or a weakness your character is still considered to be slightly above average for your species due to your character being specially chosen.
Strength: Physical strength is very useful, especially when your magic is not the type that can move heavy objects for you. Being able to put all your strength into hitting hard with a weapon when magic fails is also a real life saver (Or life ender for the one you're hitting). Having this as a weakness means your character is easily over powered and will never manage any sort of heavy lifting. As a greater weakness your character would be so feeble he/she can barely carry his/her own weight.
Dexterity: Agility and reflexes are counted as a part of good dexterity. Being able to dodge blows does help in combat (Though wearing bulky armor really ruins ones ability to act on their reflexes), and it also helps for doing fiddly tasks that require steady hands like picking pockets or aiming a bow. Having this as a weakness means your character will be slightly clumsy and completely unreliable when it comes to fiddly tasks. As a greater weakness your character would be ineptly clumsy.
Constitution: This counts as your characters endurance, health, and resistance to poisons. Having it as a strength means you'll tire much slower than others, and suffer less from any sort of ailment, be it disease, poison, or physical wounds... though physical wounds will still look bad and take a lot of healing. Having Constitution as a weakness would mean your character would succumb to aliments quite easily. As a greater weakness your character would be sickly and frail at all times.
Intelligence: This is the ability to use logic, reasoning, and the ability to learn. Being able to think of ways to solve a problem is always useful, as well as being able to think of unconventional ways to use your magic or other things you find laying around. Having as a strength or weakness has to not contradict your character's personality, and a character with this as a weakness would not be able to outsmart others very well. As a greater weakness your character would be barely able to form complete sentences.
Wisdom: Wisdom is a persons willpower, common sense, perception, and intuition. It is useful to see through deceptions, meaning it is very important if you have intelligence as a weakness. Being able to tell when someone is trying to outsmart you is very important when you are unable to formulate a back up plan in case you are lured into a trap. Relating to perception, means having it as a weakness means even though something might be in your character's sight, he/she may not actually notice it. As a greater weakness your character would be a fool who can not see obvious things right in front of his/her eyes.
Charisma: This is a character's force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness (By their species standards). It is important to be able to make friends and be able to deceive enemies, though it is not necessarily a good choice as a strength unless your character intends to raise an army or seduce everyone of the opposite gender they meet. Having this as a weakness would make your character a bit of a loner, lacking social skills, which could make it hard to get help doing a lot of tasks. As a greater weakness your character would be horrible and hideous beyond belief.
For those who want to apply a numerical value to these general strengths and weakness, like is used in D&D, then:
*greater weakness=3
*weakness=8
*Normal (For characters, not NPCs)=13
*strength=16
*greater strength=18
Alternatively, you may use a 30 point buy system (For those who know D&D, others will have to PM me for details), with specific weakness being worth an additional point onto the point buy system.

Specific: Things like climbing, swimming, or improvised medical aid count as specific strengths, though choosing something like that as a strength requires you to choose two others as things your character is terrible at. Things like phobias, and other such major flaws, count as two normal specific weaknesses (Thus equal a specific strength). Of course, specific strengths and weakness rules are not set in stone, and I may decide in specific cases certain strengths and weaknesses are worth more or less than normal.

Magic
In this RPG each character has the very essence of a school of magic infused with his/her very bones, giving them access to the magic with ease and without as many limits. Magic for them returns much quicker, instead of taking a full day to replenish their magical energies, it takes at most a few minutes. Exact spells will be PMed to participants once sign ups close, and additional ones as they earn them in various ways.

There are eight schools of magic in the Dungeons and Dragons world, practiced by wizards and sorcerers from far and wide:
Abjuration: Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
Conjuration: Each conjuration spell belongs to one of four subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.
Divination: Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, see events happening without being there, and to foil deceptive spells.
Enchantment: Enchantment spells affect the minds of others, influencing or controlling their behavior.
Evocation: Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, but scale is sometimes problem. When an evoker throws a fireball, it isn't a tiny little thing thrown by hand, instead get a 20 ft ball of fire thrown while it is still forming and thrown by magic.
Illusion: Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Even those with strong minds can only resist an illusion by seeing some evidence it is false, weaker minds remain deceived even then.
Necromancy: Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school. A necromancer will start off with one skeleton minion which shares their mind.
Transmutation:Transmutation spells change the properties of some creature, thing, or condition. Changing on creature to another, or even into stone, and even changing one element to another is all within the power of transmutation, though the magic can be resisted and in most cases reversed with other magic. For some reason turning lead into gold doesn't quite work, even though gold can be turned into lead.

Magic is invoked via incantations, precise movement of the hand (Which can prove difficult when wearing encumbering armor), and the use of various appropriate materials. With magic within their very bones, the character's in this RPG can get away with not using material components in spells with usually no more consequences than a slight unexplainable urge to gather the materials to do the spell properly next time, but that urge can be ignored by most. As for the incantations and hand movements, they can also be avoided, but doing so drains a lot of extra energy from the character.
 
Last edited:

GoGoTenda

I Eat Zapdos' Eggs
Name: Zook
Age: 38 (Gnomes live to around 350 human years, reaching adulthood around 40)
Gender: Male
Species: Gnome
Description: Zook stands around 3’3” with a shock of bright blond hair which has a tendency to obscure his eyes from view. The eyes themselves are a crystal blue, the very color of ice. Despite their arctic appearance, they radiant warmth and friendliness. Zook’s face is round with somewhat childlike features. The exposed areas of his body (head, neck, hands, and arms) are lightly tanned, hinting at a life spent outdoors. The muscles of his small body are lean and oddly pronounced for a gnome, especially any sort of arcane caster. His body is draped in a black linen cape which hides a tunic and pair of slacks of similar material. Zook’s feet are covered by black leather boots that end half way to the knee. A knife is tucked under his belt and a bracer is fastened securely around his right forearm. The fourth finger of his left hand has an odd discoloration near the base, which appears to be a ring of lighter-toned flesh. A similar, though much larger area, is evident around his left wrist; this area is less pronounced, as if the object blocking the sunlight shifted often or was removed for periods of time.

Personality: Zook is a kind-hearted, though typically annoying, gnome. He derives joy from the creating little blockades for others to overcome, but rarely out of spite or malice. Rather, they are ways which he shows his affection, no matter how odd it seems to those on the outside looking in. While not creating minor problems, Zook is outspoken and energetic, much like any other gnome. His talking has a tendency to become incessant, but he really does hate to dominate conversations or so he says (“I would have stopped if you bothered to speak up. Now, as I was saying…”). As for energetic, Zook has a subconscious need to keep moving. Whether it’s drumming with his fingers or swinging his feet while sitting, Zook is in constant motion. When forced to sit still or be quiet, his urges to move and make noise build up until he eventually bursts, unfortunately at rather poor times (such as sneaking past 3 ogre guards who were just drifting off to sleep). These incidents can result in battered (even deceased, depending on the severity of the situation) comrades but always end in Zook’s profuse, heartfelt, and borderline rambling apologies. Nevertheless, Zook easily makes friends due to the fact that most of the more major problems he causes are due to sheer unluckiness than anything he can actually control.

Strengths and weaknesses:

Strengths: Charisma, Dexterity
Weaknesses: Wisdom, Constitution

Weapon and/or protective equipment: Zook carries a single dagger, shaped similarly to a hunting knife. The blade is serrated on one end and razor sharp on the other. The hilt is black and covered in tightly coiled leather strips. A light, metal bracer covers half of his right forearm, protecting the wrist. The bracer itself is bright silver with two black borders, one on either end of the cylinder.

Magic: Illusion, Divination, Transmutation
Specialty: Prefers hiding spells; those that obscure him or otherwise render things difficult/impossible to notice.

Other: Zook is left-handed and is often not interrupted when on a tangent due to the pleasing sound of his voice.

Sample RPG: Opted out, but I may add this later just for grins.
 

Lily

you were the one.
I'm sorry, but can I request a spot? I might not be able to post until...(insert a wince here) Friday/Saturday. ;_; Stupid midterms. If not, then I'll still try to sign up as soon as possible. Thank you~

edit - Gogo, your sig is so cute. <3
 
OOC: If you have questions regarding the shcools of magic, I do play DnD, so feel free to contact me on an instant messenger if you want extra information before you choose your magic.

Name: Threan
Age: 73
Gender: Male
Species: Whisper Gnome
Description: Threan stands at a proud 3’7, a defiant, demeaning frown playing across his smooth features. His body is limber, with an innate swiftness embedded in every appendage. Gaunt is his grey-tinted skin across the lithe form, yet deadly in its own right; a sharp nose defines his face under placid eyes, which are a somber blue hue. Silver hair, expertly cut, is swept back and held there of its own no accord, requiring no twine or gel; a small, pointed goatee of the same color sweeps from his chin, providing a curiously slippery look. His attire is composed of black leather fitted tightly to his skin for optimal movements, with countless black belts, their buckles dulled, wrapped across and holding various items of small or great worth. A red vest, deep and dark in its tone, lay across the suit, secured by bindings tied from one side to the other. The leather ends at his wrists, whereupon sit brilliant gloves of a similar material that are so snug that they fail to hinder his agile fingers in the least. Sturdy boots with silent soles adorn his feet, keeping movement silent and surefooted. An aura of cautious proficiency seems to emanate from Threans body, warding off many souls from his presence, although his face harbors nothing to arouse such terrible fear.
Personality: Threan remembers nothing of his personal life. In fact, his very name is a tendril of remembrance clawed from the empty void left within his mind, a common whisper gnomes name, though it probably is not his own. A sense of subtlety lives strong within the humanoid, allowing him to easily pull off intricate plots shedding little clue to his intention. Like his kind, he’s quiet and suspicious, slow to form any sort of friendship with others and, with his training in the rogue arts, he is capable of superb scouting, and often does so merely to learn secrets that can be awarded to others upon their “donations” of valuables. Few dare to number him among their enemies, and, in return, he shows the same attitude, fighting for gold, rarely personal vendettas. In battle, clever feints and sleights of hand characterize the whisper gnome as he, like a shadow, melts into darkness, only to emerge at a flank to deliver devastating stabs to vital areas before vanishing once more. However, with the veil of memory loss so thick about his skull, Threan hesitates sporadically, especially in fights, wherein he struggles against the vicious mental block, aided by muscle memory smuggled into his body during the years he spent in the thieving profession.
Strengths and weaknesses: As is his race, Threan boasts potent dexterity and constitution with a low potential for strength and charisma; able to move and hide with astounding precision while remaining short-handed on physical power due to small size. The rogue is also paranoid, but makes up for it with adeptness at tracking. His ability to kill silently and quickly is at times overshadowed by the instincts in his blood that impel him to fight giants and the like, having developed a strong hate for the beasts throughout centuries of blood-lines. Additionally, many items on him are useless due to forgetting their use.
Weapon and/or protective equipment: Well-crafted leather armor, suited for sneaking. A rapier at his back and a dagger at his waist, the latter hidden from view. Darts are concealed strategically in his various belts.
Magic:
Evocation
Transmutation
Conjuration
Specialty: No specialty exists in evocation to truly take advantage of, one could say this gnome is a jack-of-all-trades. Trades meaning various forms of killing people with the type of magic. Yeah.
Other: Whisper Gnomes have an innate few magical abilities that can be used once per day by right of the magic in their blood, a way for them to keep up with the bulging muscles of other races. Silence (must be centered on gnomes body), Ghost sound, mage hand, message. The final three seem less natural to him (statistically, its because of a low charisma), and are thus used with some trepidation, often discarded at options. Also, since Rogue is a profession of purely physical skills, many abilities are forced into his muscle memory, not that he can always use them when needed, or even that he knows they’re there.

SECOND DUDE

Name: Fang
Age: 19-21 (He ain’t sure)
Gender: Male
Species: Human
Description: Fang stands at 5’10, a perpetual smirk splayed across his sharp features. His eyes, though large and emotional, are often narrowed or gleaming wickedly at the thought of slating his lust for adrenaline. A simple cloth headband is wrapped across his forehead, hidden under a mess of jet-black hair that falls to his shoulders, often obscuring the sides of his strong neck. A rough gray coat adorns his lean, well-muscled body, far too large for him and effectively hiding the more subtle nuances of any arm movements to aid in battle. Breeches designed to a similar purpose, dark green in their hue, ripple to his ankles, where they are stuffed neatly into sturdy brown boots whose openings are layered with genuine wolf fur. Leather bracers grasp his lower forearms and wrists tightly, at time serving as protection to deflect or soften otherwise crushing blows. A cloak, the same tone as his coat, swirls around him mysteriously, the cowl pulled up enough to shield his head while leaving his face completely unhidden. The outfit is designed to keep the toned body of a monk from enemy view, so that they attack without caution, only to find a burst of brilliant attacks sewn together seamlessly flow from the boy.
Personality: Fang is an adventurer at heart if ever there was one. He hungers for the rush of trading blows, the excitement of scaling cliffs, the mind-warping thrill of leaping into hordes of orcs, slaughtering them with strings of devastating punches and kicks. Little else perforates the one track trail that is his mind, never meandering from this craving. Challenges constantly present themselves to him, an obstacle defiantly opposing him. But do they hamper his efforts? Turn aside his toothy grin? No. Fang shoulders them away, always steadfast in his resolve: to kill the enemy. To an ally, whom he makes easily and constantly, he is a mighty ally indeed, albeit a dangerous one who might get you killed with his desire to gather danger around himself. In a dual or a brawl, the former monk is ruthless, technique effortlessly (although a bit clumsily now) to fit the number of opponents. Although impatient and none too clever, few would dare to number such a reckless combatant openly as a foe.
Strengths and weaknesses: Dexterity, is Fangs true strength (his strength and wisdom, gained during years of wandering, are nothing to scoff at either), though he is rather sorely lacking in intelligence. His own battle lust will at times drive him to foolishly enter battles which are stacked precariously against him.
Weapon and/or protective equipment: A finely crafted quarterstaff is his only weapon other than his body. As a former monk, he required (and would have been hindered) by armor, but the two bracers serve as an aid.
Magic:
Transmutation
Necromancy
Evocation
Specialty: Fang specializes in changing other things, whether it be to aid his quest or to deter their own. Not to say he can’t use other spells, but…Also, breath spells are quite well-fitted to his close range fighting style.
Other: Having been a monk in his recent life, Fang has had the tools of his trade pounded into his muscle memory, allowing him to function with a terrible, but stil (barely) existant, shred of his former skill in a fight, seeing as how a monk is all about being instructed each individual move so many times that your body automatically uses the best attack without conscious thought. Or at least, that’s the FOUNDATION. His more conscious skills, however, are all but lost. (Yes people, this is why I chose to make him a former monk.)
 
Last edited:

Kawaii Kyuubi Kitsune

Kawai Nogitsune
GoGoTenda: I sure hope you do the sample. I'd love to see what sort of things gnomes consider cultural.

LilyPichu: ... I'm really sorry, but reserving a spot will neither give you a guaranteed spot nor delay the start time of the RPG. Still, spot reserved.
And, yes, GoGo's sig is cute.

Dactylus: Yay, a thief/assassin dude. Too bad about it being another gnome... As funny as it would be, I hope we don't get pure gnome sign ups.
 
OOC: My Sign-Up is geared towards the Necromancy magin

Name: Homoko

Age: 26

Gender: male

Species: Homoko is a kind of Cave Human sub-culture. Picture something similar to Gollum from LoTR. If creating a creature like this isn't allowed, please tell me.

Description: Homoko is in a constant slouch. When standing up straight, he is about 5" 9', but since he slouches, he is about half of that to be about Gnome size. His skeleton minion is often used to ride on since it is the average human size. His eyes are a fushia color, a trait of his family. His hair, which goes over his back, is a darker color of this and his body is black and once had red markings around the face, down the arms and legs, and on his back. These markings represent which family he was born into. On his back is a flame symbol whichj means that he was born into the fire working portion of his species, which is divided into five diffrent areas: The fire workers, the food gathers (a nut symbol), The water bringers (a water drop), the land workers (a plant), and the Yanka, or ruler of their species (a knife). These markings have been there since the sub-species first drove off from the regular humans, so they can't be removed despite hoe much Homoko has tried. However, these got removed by the dwarf. With his clothing, Homoko keeps it light. A red loincloth is pretty much all he wears except for his weapons, which is what is what holds the loincloth as one piece.

Personality: Homoko sees the world with this in mind: You do your thing and leave me alone, and you won't get hurt. Basically, as long as anybody outside his small friend circle bothers him, they have crossed the line. If you happen to be in this friend circle, you will soon learn that Homoko is very paraniod of what happens around him and is not afraid to use his daggers. He is also seen as slightly mental to some people because he can be seen talking to his skeleton, which he thinks talks back. He may be in one place for hours on end.

Strengths and weaknesses: Homoko has just one specific strength, he can jump great distances. However, he willnot jump over water as he is deathly afraid of any that isn't in a drinking object. He also has a little less brain power then most people.

Weapon and/or protective equipment: Homoko carries no armor, he thinks he doesn't need it due to his jumping abilities, but he does carry two small daggers. He calls them Thornmas and Grandy.

Magic: Necromancy, Evocation, Enchantment

Specialty: None to be said, but he shares a strong bond with his one minion.

Other: He speaks in third person.

Sample RPG:
"I think today is a good day to try swimming." Tajama said to one of his old friends, Feakds. He looked similar to Tajama, but had a black eyes and redder hair. He had the same red markings as Tajama did.

"You know that we can't go swimming. If we do, we will be seroiusly punished for going out of our line of heriatage." Feakda said, shaking his head with a look that plainly said :Idiot.

"Think I care? Since when have I ever cared about rules?" Tajama asked sarcastically as he ran to where the watering hole was.

When Tajama got to the watering hole, there was nobody there. So, Tajama got in. As the water washed up to the flame marking on his back, he felt great pain.

"Ahhhhhhhhhhhhhhhh!" he screamed in pain. People from the water field came running to see what the comotion was. When Tajama saw them, he tried to drown himself despite the pain. The water tribe people, being uneffected by water, pulled him out before he accomplished his goal. When he got out of the water, he ran instead of waiting for hes death sentence. He ran, never to return.

OOC: Ok, its not the best, but I think its ok. I also left the markings in there as a geeneral species description, but I also added that they got removed by the dwarf.
 
Last edited:

Kawaii Kyuubi Kitsune

Kawai Nogitsune
Damian the Duck: I don't really like the species you choose, but it is really not the bad part of your sign up. It was specifically stated in the plot that identifying marks (Like the markings on your character's body), plus you clearly didn't read the strength and weakness system, or at least misunderstood it. Technically with those problems there is no chance of you getting in.
 

Lily

you were the one.
You're not forgiven, flat.

No, I'm kidding. Thanks anyway. I managed to get it done. XP

Name: Pavelle
Age: 17
Gender: female
Species: Human
Description: She is, blatantly put, pretty, which is kind of odd if you think about it. Coils of pastel brown hair gently lace her pale face, neatly trimmed bangs falling shortly above her eyes. She ties her hair into a single braid with a bright red ribbon (she will have no other color besides red). Strands of leftover hair often dangle down either side of face loosely and carelessly. Her face is petite and innocent, having some sort of charismatic magnetism with its wide eyes of shimmering pools of blue, skin tone as light as porcelain and a light blush gracing each side. Her cheekbones are considerably higher than the average, indicating some sort of foreign aspect. Her clothing style is rather simple; whether out of efficiency or pure laziness it does not matter. For such a petty looking girl, it is surprising how she chooses to be mostly clad in drab colors: a black robe made of a light, airy cloth covers her traditional gray outfit (which is prior to her previous life). She usually ties her robe shut by encircling her waist with a lighter gray cloth, tying it into a bow at the back. If one observes carefully, the cloth is intricately lined with silver patterns of swans, streams and fish. Ordinary slender brown boots, reaching slightly below her knees, finish it off. She stands at a reasonable height of 5’7.
Personality: A bit simple-minded, but not entirely foolish. Pavelle is an optimistic, cheery being who delights in the smallest things in life. She often wheedles her way out of trouble by acting childish, naïve and so freakin’- I mean, happy and considerably lightens up the atmosphere around her. Although her exterior shows nothing but joy and joy alone, Pavelle does have the tendency to make a few insightful remarks, which should not be overlooked. This indicates she prefers to keep her thoughts inside her, cleverly masking it up with her cherubic, angelic face and perfect, perfect behavior. It seems she had already accumulated the experience in doing so already. Oh, and she's a heavy flirt. If the guy isn't thick headed, he'll immediately know the strange gestures in the way she does things, veiled by her childish demeanor.
Strengths and weaknesses:

Strength: Charisma, Dexterity
Weakness: Constitution, Strength

Pavelle is an agile, lithe (pwetty =3) fighter; while sorely lacking in the areas of strength and constitution, she has sufficient amount of dexterity to carry out swift, brief attacks, to save energy, evade potential attacks and still manage to harm the enemy, albeit not in the strongest manner. Despite her efforts, however, she still tires easily and is prone to whatever ailments are wandering about.

Weapon and/or protective equipment: Shurikens.. dark star-shaped weapons originated from Japan, averaging from around four inches, possible more or less. Commonly referred to as a ninja's (cough) tool. Has sharp edges in order to successfully harm enemies. It is useless without having sufficient skills in aiming. She also keeps a small knife- handy and easy to use. Buuut...flat reads Naruto, so it should be common knowledge~ XP
Magic:

Enchantment
Abjuraction
Divination

Specialty: Pavelle mostly specializes in enchanting and bewitching, or 'toying,' with people's mind. She usually plays around with this, either to pry into secrets or forcing the unfortunate guy to flirt back.
Other: She loves butterflies, although that has absolutely nothing to do with anything.


Did I do something wrong? o_O; I hate describing stuff. ;;
 
Ok, sorry about the markings bit. I will fix that. And could you please explain what I did work with the strenght/weaknesses?
 

Tiana_M

Espeon Hybrid
Name: Delia

Age: In human years Delia is about 200 years old. In gryphon years she is about 20.

Gender: Female

Species: Gryphon

Description: Delia stands at an average 6'8. As is true of all gryphons, Delia is half eagle and half lion. Her head and crest feathers are a beautiful golden color with crimson colored ones that circle her eyes and run down either side of her neck and as they go down the head from the eyes the crimson pattern fans out to surround her neck, leaving a small streak of golden feathers at her throat, and blends into her crimson fur. Her talons are golden in color. The end of her tail, like most gryphons, does not actually end in a lion’s tuft as so many humans seem to think. Instead it ends in a fan of feathers; this fan has crimson feathers surrounded by golden ones. To get an idea of what this looks like click on this link. (Mind you this was a picture I got from Jessica Entis's website, The Griffin's Lair and I based my character’s looks on the looks of the picture, not the other way around.)

Personality: Delia is very gentle despite her fierce appearance, she would not harm anything that did not first threaten her. What she enjoys most is flying through the forest that is home to her kind. She is a guardian of the clan that she belongs to and she takes her work very seriously and patrols the perimeter of their clan territory on the alert for anything that might be a threat. When she is not patrolling she enjoys showing off her agility in races and obstacle courses. She is not vain but she does not neglect to take care of her feathers and fur, and luckily she is one of those gryphons that doesn’t have to watch what she eats.

Strengths and weaknesses: Strengths: Dexterity and Constitution, Delia is amazingly agile in the air and graceful enough on the ground and she, like many Gryphons, is rarely sick. Two specific strengths of hers is that she is an excellant flyer and an adept at surviving in the wild. In the air, Delia can dodge, weave, and make hair-pin turns and her landings are usually flawless. If it was necessary she could survive in a desert, she is a great hunter, and can find her way by the stars or the sun. Weaknesses: Charisma and Strength, Her very race makes her seem unapproachable to humans and other races, also she is not the stongest of Gryphons for she was not given the muscles her father had. A few odd weaknesses of hers is that because of the great magic worked on her during the ritual, she has a psychospecies disorder, meaning that she thinks she is a dragon. She also has equinophobia, which is a fear of horses, and claustrophobia, which in case everyone doesn't already know is a fear of closed in spaces.

Weapon and/or protective equipment: Her weapons are her claws and her rather formidable beak.

Magic: Abjuration, Illusion, Enchantment, Transmutation.

Specialty: Her specialty is shielding against magical attacks because even though she is not the strongest of gryphons, her claws and beak are still usually enough to deal with most physical threats.

Other: 1) Delia has an odd curiosity and interest in humans. Not that she loves humans, no they have been hunting her people too long for that, she just wants to know more about them.
2) What Delia doesn’t know is that she actually does have green feathers, similar to the ones in the picture, but the mage has dyed most of them the same color as her fur(mainly the ones on her neck and tail-fan) while dying others golden (mainly those near her crest and near her eyes), with a magically permanent dye. Thus if the mage dies, the green feathers will gradually begin to show again.


Sample RPG: Do you need one from me? I’ll gladly post one if you say I should. Also I hope the explanation of the magic dyes make a gryphon character like mine possible.
 
Last edited:

Kawaii Kyuubi Kitsune

Kawai Nogitsune
LilyPichu: Nice character, and no problems that I can see. I just have to wonder how great a ninja Pavelle used to be...

Damian the Duck: Read the strengths and weakness section very carefully. Specific weakness=/=general strength.

Tiana_M: A gryphon will freak out the other characters when they wake up, but at least it isn't a dragon. Sample RPG not needed, but I'd still love to see a bit of gryphon culture... especially if it is something that might cause cultural misunderstandings later.
 
Ok, I think I get what your saying. If not, please explain bacause I read it over twice and I couldn;t think of what I did wrong.
 

Knightblazer

Memories in the Rain
Sign up form (Oh teh noes)

Name: Fentagon

Age: Who knows? He's a spirit after all. But well, if one insists... about a thousand or so.

Gender: No one can tell, but Fentagon perfers to be called a 'He'

Species: Wind Tiger Spirit

Description: Fentagon's something you might call a Weretiger at first glance. Big, tall and muscular, being 10 1/2 feet long and 3 1/2 feet tall, Fentagon is not one to be trifled with. He has emerald green eyes like many tigers humans see, but his fur is snowy white with black stripes all over. Long, translucent green claws come from his two front paws, and his back is jutted out with a line of spines that grows smaller in size as it runs down his back. His legs are strong and lean with three thick white claws at each paw, allowing Fentagon to run for long distances without tiring. His joints have yellow blades attached to them, in order to protect those vulnerable spots from unfriendly attacks.

Personality: Fentagon's actually a very kind soul, outgoing and sometimes rash, despite his fearsome looks. Actually, Fentagon's a carefree thing who mainly loves to kick back, relax, and enjoy the clouds floating in the sky, or the stars twinkling in the midnight sky. A pratcial joker, he's the center of attension whenever the spirit craves for it and able to ease almost anyone's nerves, but sometimes he talks without thinking twice, and that does get him into a tangle from time to time. But this fellow values friendship from the bottom of his heart, although he can't display it well.

Strengths: Dexterity, Wisdom, Charsima

Weakness: Strength (Well, he is a spirit), Constiution, Intelligence

Weapon and/or Protective equipment: His claws and fangs are good enough weapons for him when he's spiritual, added with his magic.

Magic: Evocation, Abjuration, Transmutation, Divination (Which Fentagon actually hates)

Specialty: Wind Type Magic for Evocation

Other: -NiL-

Sample RPG: Finally, its done. XDD All names credit to the Creators of the Wild Arms series. (Well, besides Unister XDD)

It was the annual Council of Spirits, where all the spirits of the world had gathered, from the lesser ones to the Great Five. You might be excited at first and all, but trust me, after attending the same thing for a millennium or so, you’ll definitely get bored very easily.

I sighed and looked, uninterested, at the scene happing around me. Many spirits mingled around me, including the Elemental Five: Moor Gault-Phoenix of Fire, Grudiev-Beast of Terra, Schturdark-Turtle of Tides, Nova Shax-Lightning’s Roar and their leader: Me. I sighed again.

Even after three hundred years of leadership, I still think that Shisamaru would be a better leader then I, I pondered to myself. Shisamaru was Moor Gault’s actual name. Then again, it was common knowledge that Moor was very rash, and always said things without thinking twice. Well, I am rather rash myself, but then my intelligence and alertness made up for it.

“Order! Order!”

The place fell silent at once, and all of us went to out respective places. My spot was in between the two eternal rivals: Ge Ramos-Keeper of Death and Unister-Bringer of Life. Those two were currently arguing if my eyes looked like emeralds or grass. I rolled my eyes.

How those two became rivals, no one knew. But everyone knew that those two could find the weirdest things to argue about, from who looked better, who was more intelligent to even who was older; everyone knew they were born at the same time. I swear, once I even heard them arguing if cheese tasted green. Like, green? Hello? Seriously, those two are the strangest pair I have laid my eyes upon, from Ge Ramos distinct similarity to the Grim Reaper to Unister’s unicorn look, save his clawed hooves and the scythed tail.

“Ramos and Unister, I ordered total silence! Did you not hear?” demanded the black dragon at the top. He was actually Zephyr, the Guardian of Hope, one of the Great Three, leaders of us spirits. Big and tall, his skin was jet-black, yet the inside of his wings were crimson red. His arms were covered in armor plating, just as his stomach was. Three big claws were seen from the end of his hands and legs, shining like polished ivory.

“Sorry,” muttered the Unicorn quickly and he fell silent, along with Ramos.

“Alright then. Now, a week ago, our leader has been reincarnated. So, Raftina, Justine and I have elected a leader among us. He is young, but wiser then us, for his knowledge has been taught by the leader himself. I hope that you will all accept him, and help him as he takes his steps up towards his leadership. Now, I will present to you our leader: The Twilight Wolf of Desire, the Guardian Lucied!” A figure emerged from behind them.

He was a wolf all right, but there was something different about him. A lean creature, his fur was a deep purple in color with strikes of red on his tail, paws and head. Two pairs of horns sprouted from his jaw, and armor plating also protected his underside. Then I could see it; his eyes were a deep purple in color, showing the soul full of depth and knowledge underneath that young body.

Everyone, including me, bowed in respect towards the new leader. I had a feeling that he was destined for great things.

“Greetings, fellow spirits,” he greeted us in his deep voice. “As you know, I am appointed as your new leader by the last head, so I hope that you all will accept me.”

A murmur went through the crowed. Dan Danrim, a cat in a suit who was the Guardian of Time and retainer to the Great Three, gave a little cough and the crowd went silent once again.

“I don’t have anything to talk about, but I would like to call upon the leader of the Elemental Five: Fentagon, Tiger of Gales.”

I was about to doze off when I heard the summon. My head immediately snapped up and I blinked in surprise. What? The first thing that he wants to do is to call me? I wondered in disbelief. Ramos and Unister then gave me a push at this point and I stumbled forward. (Like that was the first time I've seen them agreeing on something)

“Yes, Sir Lucied. I am Fentagon.” I said.

“Fentagon, throughout three hundred years you have been appointed leader of the Elemental Five. Since you have been performing well, I have decided to add a couple more spirits to your ranks,” stated the leader.

“What?”

“They are Aru Sularto, Rigdobrite and Chapapanga. I hope that with your wisdom, you may lead them to great heights. And also, your unit shall be henceforth know as the Ethereal Eight.”

I bowed. “Very well. Fentagon accepts Sir Lucied’s orders.”

But deep inside I was groaning. Aru Sularto was the Snow guardian, while Rigdobrite was the Star Guardian and Chapapanga the Luck Guardian. Very strange choices, in my opinion.

Soon, the council was dismissed. And I went up to the three spirits, assigning them to their mentors; Aru Sularto to Schturdark, Rigdobrite to Moor Gault and Chapapanga to Grudiev. After that, I told Nova Shax to look after them for a while as I decided to take a stroll on the mortal world, not knowing that my life was to be changed in a few moments.

By a petty human mage.

Knightblazer ;262;
 
Last edited:

Kawaii Kyuubi Kitsune

Kawai Nogitsune
Damian the Duck: I guess it's okay now.

Knightblazer: Yes, your character is acceptable, but the speed thing in the description... that alone would make your character have practically no magic to balance him with the other characters. I would recommend either greatly reducing the advantages of being a spirit, making the simple change into being a weretiger instead, or possibly taking extra weaknesses. You don't have to, but it'll make things easier for me and stop me having to give everyone else extra magic on top of what I planned so as to keep them level with your character.
 

Lonely Wanderer

Well-Known Member
After failing to get a sign-up in your last two RPGs, I actually got one finished for this one here. If you see any concerns, be free to tell me.

Name: Andixara

Age: Around 550 years old or so (Though to humans, her appearance looks like she’s in her early 20s)

Gender: Female

Species: Elf

Description: The threads of gold flowing out of her head with a graceful wave is in fact her hair, which usually can be seen loosely or tied in a complex, braided ponytail. Within the strands of beauty are her ears, not sharply pointed but it is pointed enough to indicate that she is of the elf race. Two small balls of emeralds are located on her face, representing her living eyes. At a towering height of 5’11, the skin is the same shade as a peachy pale, appearing that she seems healthy despite her feeble strength. Her clothing consists of a sapphire-blue long-sleeved robe, fit for traveling, though it ends at the cut above her knees. Underneath her robe is a creamy white tunic, not exactly modest as it should be but enough to cover her private parts. A pair of long, rich chocolate-brown boots covers her bottom half of the legs. A tiara without the three points on the front cuts through her golden hair, having the appearance of silver flowers connected by silver vines going around her head endlessly. The pendant of a pearl sparkles above her chest, supported by what looks like a mixture of gold and silver threads.

Personality: Passive is the type of a personality that this elf possesses. Andixara is a rare talker so to speak; she usually does most of her comments inside her head in form of thoughts. She has a habit of always giving this dirty, emotionless look at her surroundings, clearly giving the impression that she doesn’t like to be friendly with those around her. Only when Andixara senses peril will Andixara actually respond to any attention; otherwise, she is the one who has her own daydreams to think about. However, there will be that occasional flaw of an unmistakable glance of interest towards any male subject that she sees and actually might like. This was probably a small trait that still lingers in her after her mind was wiped out, considering that before she was this cold-hearted person, she used to be jovial and cheerful. There might be a rare occasion when she might act like what she was before, though it can only happen when she’s alone with one other male. Besides that, you’ll get no response from her, even if you ask for help for a simple task.

Strengths and weaknesses:
Strengths: Dexterity and Wisdom
Weaknesses: Strength and Charisma

Weapon and/or protective equipment: Her weapon is a long, thin bow, made from a strip of bark from a tree. Her quiver, made up from fine, birch brown cloths sown together, is the carrier of her arrows, all which have smooth, but sharp, stone points and hawk feathers that serve as the tail. With the exception of a pair of light, metal plates that protect her boots, there is no armor shown around her.

Magic: Divination, Enchantment, Illusion

Specialty: Being an elf that doesn’t mind intruding into someone’s privacy, she likes to listen to the thoughts of others. Andixara will frequently listen to what other thinks if she’s bored, if it’s necessary, or if she holds suspicion against a subject.

Other: Strangely, Andixara has an interest in any plants or flowers that she comes across, whenever she has seen it before or not; however, since Andixara’s mind was erased, she’ll practically be glancing every now and then to anything that is green and contains chlorophyll.

Sample RPG: If you need one from me, I'll be pleased to edit a sample here.
 
Last edited:
B

BrokenDreams

Guest
Name: Questia

Age: As old as her tree, which is a normal birch probably located in a different plane of reality. How'd she get here? Why don't you ask her that sometime ...

Gender: Female

Species: Birch Dryrad

Description: Questia had long, white hair that reaches to her hips with streaks of dull brown and black in it. Her skin is pale and her eyes are pure white. She usually wears a tight, white silk dress that reaches to her knees, fit for running, riding and traveling. She allows her straight hair to remain loose and always carries her bow or sword with her. She wears a white cloak held together with a white rose brooch with the hood up to hide her face most of the time.

Personality: Questia has a weak sense of security and constantly worries over the wellfare of others. She is kind, but cold on people who try to harm innocent. Questia is stubborn and never really follows rules, getting her in trouble quite a lot. She highly detests males and doesn't appreciate their presence, angered that females are dominated by males. She is quite rude and, opposing to her dryrad blood, has weak constitution. Questia hates the fact that animals are attracted to her, especially squirrels.

Strengths: Charisma; Dexterity

Weaknesses: Strength; Constitution

Weapons:
Bow and Arrow- long and elegantly carved out of cherry with twine from the hair of a unicorn with a quiver of arrows made from the same type of wood fletched with white feathers from an albino peacock.
Sword- a thin and light sword made for speed with a blade made of an alloid of silver and gold, giving it a hue a bit whiter than white gold, but still hard to distinguish, and the hilt is wiry and quite hard to adapt to when one hasn't had years of experience.

Magic: Conjuration; Abjuration; Transmutation; Evocation

Specialty: Questia accidentally created a blue wolf one day when nature was after her to scare off critters(kinda like she wished a big wolf would come and save her from squirrels, birds and deer, and it apeared). She constantly calls on it when she's in trouble or is annoyed by animals.

Sample RP:
Questia was living through what could be the worst moment of her life so far. She had awoken to find a robin making a nest in her hair, and a squirrel thought her left ear would make the perfect storage place for its supply of nuts. She screamed in surprise and shook nature out of her head. Snarling, she grabbed the squirrel, but the robin flew away.

"Just what do you think you're doing, chipmunk?" she yelped, straightening her hair with her free hand.

The squirrel chatted on excitedly, probably gesturing toward her ear where a small acorn was stuck. She removed the acorn and threw it as hard as she could in the direction the robin went, throwing the squirrel after it with fury.

It was ten minutes before the squirrel returned with another, larger batch of nuts. Questia, annoyed, clasped her hands to her head and muttered something illegible. Out of nowhere, a large, blue wolf appeared and snarled at the squirrel, chasing it away instantly. Questia petted its head affectionately and whispered something to herself. The wolf faded from existence, back into the plane of reality where it would wait for her again.

After a few hours, in a quiet meadow, Questia was ambushed by a fawn, and chased by a bear cub that wouldn't let go of her leg if it got the chance. During the two events, butterflies and bees were flittering around her head, making her trip off a small ledge into a lake. Dripping wet, she stomped out of the shallow water to the shore and conjured a small fire to keep her warm in a pit she dug out. Shivering, the night fell down and Questia ventually fell asleep, doomed to find herselves mauled by a batch of animals when she would wake up.
 
Last edited by a moderator:

Kawaii Kyuubi Kitsune

Kawai Nogitsune
Lonely Wanderer: Nice to see you again, and your sign up is interesting. Of course I'd like to point out that the sources I have say elves can only live for a maximum of 750 years. I'm not sure why so many people think elves live forever without getting old, but they don't... they merely live a very long time and show little signs of aging even when they do get old.

BrokenDreams: Apart from the elf thing that I explained to Lonely Wanderer, you have also misunderstood the strength and weakness section. You can not balance general strengths with specific weakness. And you've given yourself a unicorn companion when you aren't allowed to, the main point was to have no hints to your character's past (Though somethings I've been forced to allow). Plus you will need to do a sample RPG.
 

Jack Russell

Advancedshipper
Short Species Info on Igniters: Igniters mutated-humanoid species that are very rare, and live in group's of six. Igniter's can't use magic. They also make Zamor Sphere's and Launchers(like small weak bombs)

Name: Jaller
Age: 80ish(Igniters live to be 300 hit adulthood at 70 and there years are twice the length of a human year)
Gender: Male
Species: Igniters
Description: His face is a slight bit longer, his mouth and jaw are lower down and his glowing green eyes are closer to the top of his head. The front of his torso is yellow while his back is red, his torso is of the same shape as a human body builder. His arms have a weird oval shaped shoulder but the rest is normal human shaped. The front of his arms and legs are red while there backs are a fiery red. His knees have an odd disk on them and his feet have four claws on them that are at the side but the rest of his legs looks normal.
Personality: Jaller is a very noble & honourable person. He is a strategist and won't just jump into a battle if he can avoid it.
Strengths and weaknesses:
Strengths: (Best-Worst) Strength, Constitution, Intelligence
Weaknesses: (Worst-Best) Dexterity, Charisma, Wisdom
Weapon and/or protective equipment: Flame Sword, Rapid-Fire Zamor Launcher
Magic: NONE
Other: He can speak to(as in ask it to do something) and surf on lava easily.
 
B

BrokenDreams

Guest
k, I edted mine to a different species and fixed the strength/weakness problem
 
Top