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Unread 05-12-2012, 05:38 PM   #11
Red Mage Black
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Name: Nasir
Race: Half-Demon (Incredibly Distant Relation to the Sumerian Deity, Enlil, "Lord of the Air")
Gender: Male
Aura: (Guess I'll let you figure this one out.)
Age: 18 [18]
Appearance: 6'1", skinny and not too muscled, heterochromatic eyes(One black, the other white with a black outline) strange eyes, wind symbol tattoo under the black eye, black hair and dark tanned skin. Usually likes to wear his hot weather clothing, which can be a sleeveless tan/beige top, baggy pants that match the shirt, belt with holsters and sandals or baggy sleeved shirt, cowl that leaves only his eyes visible, same pants and belt, quick draw wrist holsters under the sleeves and combat boots. The first outfit is worn more often.

Spells:
Lightning Reload, Yellow Elemental
Through symbols on the gun grips and his hands, he's capable of channeling his will through them to refill the CO2 cartridges and the ammunition inside them.

Back Dash, [Color] Elemental
Think Castlevania in terms of how this works, but it's a reflexive attack dodge that's not as fast as a flash step, but a one foot jump back.

In My Sights, [Color] Elemental
This ability is a double edged sword, one it increases perception on one target, blurring out all other stimuli to better keep up and increase chances of hitting the target. The cons come in the form of magic requirement, it has to be sustained which means it should only be used in short bursts to avoid mana exhaustion and during that time, it becomes harder to see attacks coming from opponents you aren't focusing on.

Blood and Fire, [Color] Elemental
Bloodline magic, used only in the most desperate situations. After slaying an enemy in combat, the caster must cut themselves and spill blood on the corpse and this links the users and opponent's remaining mana. The user's mana acts as an ignition source and causes a large explosion that harms the user as well, searing their arm and cauterizing the wound.

Bio: Nasir grew up traveling with a nomadic tribe of magic users in the middle east. Their hatred of Black Aura's caused this. Causing disturbances left and right, the Church was sent to check it all out. Once found, they had threatened the tribe with imprisonment or destruction if they hadn't stopped their activities. Knowing they were heavily outnumbered, the tribe had offered up their chieftain's son as a peace offering. Nasir was taken from his home, sent to Amanrath to study the 'proper way' of using magic. With knowledge of his family's bloodline spell, he bides his time for a chance to escape.

Clubs:
Archery
Crafts
Meditation
Wilderness

Notes: Nasir carries two airsoft pistols, with symbols to use in conjunction with his lightning reload spell and the kukri for use with his bloodline spell. The guns are usually concealed inside the second outfit in quick draw wrist holsters. Else, they're easily summoned while in his first outfit along with the kukri.

Relationships: No one in this country.

Last edited by Red Mage Black; 05-13-2012 at 12:57 AM.
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Unread 05-12-2012, 05:40 PM   #12
Bard The 5th LW
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Pretty sure this is right! Feel free to inform me of an mistakes I made Teal.

---

Name: Sean Castevet

Race: Yuki-Onna /Half Demon (Ghost/Spirit/Demon/Human hybrid?)

Gender: Male

Aura: Yellow

Age: 18

Appearance: Sean stands a bit over 6 ft tall with a very muscular build, weighing somewhere around 200 lbs. He has a rather heavy frame, very broad shoulder, one could tell that he probably works out a lot upon seeing him. Most notably, he is very pale, his skin being almost as white as snow. He doesn't seem to suffer from acne or anything either. He has buzzed black hair and dark brown eyes. Sean's is half Japanese and half Caucasian. Usually he wears a polo shirt and simple slacks.

Spells:


Blizzard > Fubuki, Yellow Elemental
A spell that focuses Sean's demonic power into a powerful blast of dagger-like ice shards, snow, and frigid gale-force winds. Each shard is around long-knife length and stake-like in shape. A direct hit is easily enough to cause serious damage. However, the spell has a powerful recoil, and requires Sean to hold his ground when firing it. It generally also requires both his hands. A fairly draining spell, which leaves Sean's own hands coated in ice, after it ends.

Flash Step, Yellow Elemental
Allows Sean to cover a long distance in an instant, but leaves him tired and vulnerable immediately afterward. It isn't teleportation, so he can be tripped.

Regeneration, Yellow Elemental
Sean heals at an abnormally fast rate, surpassing that of a normal person. There is a logical limit, though. If he was sliced across the arm, the bleeding will usually stop itself rather quickly and the wound would seal faster than a usual person's, but if he lost a finger, it would be gone. Deeper wounds take longer as well. The ability is more powerful in cold areas, and he can increase the power by focusing more on a particular wound.

Psychic Chill, Yellow Elemental
Sean was rather shy as a child and he tended to avoid confrontation with others. As an extension of this, he subconsciously developed the ability to project an aura of cold around himself - to keep people away. While active, those who are near him get the subtle, steady, constant, and mildly chilling sense that they are not wanted. Now, he can control when this aura activates and when it does not.

Snow Woman's Ire, Yellow Elemental
Before coming to Amaranth, Sean's father taught him how to channel his Psychic Chill ability in a more effective way. Refined into a Curse, Sean fires a projectile of non-physical magical energy at a target - initially assailing them with a powerful flash of psychic cold. The target is left feeling perpetually chilled and may find their fine motor skills impaired.

Background: Sean was born to his mother and father at an undisclosed region of Japan. He lived there for only the first few years of his life, as his father brought him back to his home in Ontario when Sean was but a toddler. Sean still doesn't real know the details of why his parents split up, and has only a few memories of Japan.

Sean comes from a long line of magic users, and he himself was awakened when he was about 12 or so. He has a decent grasp on his innate abilities -mostly inheirited from his mother- and maintains good control over them, even if he doesn't really understand their origins.

Although he grew up surrounded by the strange and supernatural, Sean is a strikingly normal person. He likes to play Hockey, lift weights, enjoys the outdoors, and seems to have even found a girlfriend recently. He currently attends Amaranth just as his father once did, and is enrolled in Landry's class of craziness. His current goal is to just get through the year in one piece.

Lets hope that isn't too lofty a goal.

Clubs:
  • Wilderness Club
  • Ice Sports Club
  • Book Club
  • Archery Club

Notes:
  • Lower temperatures are more comfortable to Sean than higher ones.
  • His blood and body temperature are below normal for a human.
  • He burns easily in sunlight - hence the pale skin.
  • Plays center-forward on the Amaranth Hockey Team, so he has access to hockey gear - should he ever need it to fight.
  • Has some experience in mixed martial arts, and using a gun. He hasn't seriously developed either, though.
  • His father gifted him with an enchanted white Tuxedo before he left for Amaranth.
  • On the first day of class, Landry asked him to stay after and gave him a small vial of black liquid. She instructed him to "drink it if you feel like you are about to die!" Sean has no idea what its effects are and has not yet had to figure out.

Relationships:

Paul Castevet: Sean's father and original mentor in magic. Sean looks up to his father and sees him as a role model to aspire to, although he is also rather annoyed at Paul's unwillingness to talk about his Sean's mother. Once attended Amaranth just as Sean does, and is a druid. Built rather athletically, much like Sean is, but has distinctly tanned skin unlike his son. His hair is dark brown and his eyes are blue.

Sean's dad is currently employed by the Ministry of Research and Development, serving as both a researcher and sometimes a field agent. He has mostly settled down into desk work though to raise his children.

Judith Castevet: Paul's second wife and Sean's step-mother. An unusually tall woman, standing at 6'2 with lighter brown hair and green eyes. Like her husband, Judith is also a researcher for the Ministry, and is also a telelpath. She isn't engaged in as many research projects as she used to be though, and she is now occupied mostly with reviewing the projects of others and trying to keep some level of ethics flowing amongst the researchers. She and Sean have a positive relationship, but at the same time aren't incredibly close.

Sarah Castevet: Sarah is Sean's 10 year old half sister, the daughter of Judith and Paul. She has hair like her mother but blue eyes like her father. She has She's only in grade school, but she seems to already be developing some black aura abilities of her own. As of right now though, she is still outside of the masquerade and unaware of magic. Sean is rather protective of her!

Anita Bell: Paul's sister and Sean's aunt. When they were younger, Paul and Anita were engaged in quite a sibling rivalry! While Paul became an agent of the Ministry, she climbed the ranks of the Witch's guild, becoming quite a prominent member. She is very powerful, having gained strength from consuming the spirit of a wildfire. Unlike Paul, she hasn't really settled down yet, and is probably off fighting giant spiders in Australia. She's married to a surprisingly normal wizard accountant, and has a son named Nicholas.

Nicholas Bell: Nicholas is Anita's son and Sean's cousin. He is of a leaner and shorter build than Sean and has bright orange eyes. He is a pyrokinetic, having gained these abilities from his mother's side. Much like his mother, he has a very wild look and air about him. He and Sean see each other as rivals much like Paul and Anita did, but the two are still very close friends.

Penelope Lega: Sean's girlfriend, whom he met in the music room in the weeks before classes started. Penny is quite pretty, with rather thick blonde hair and wide blue eyes, but is also rather absentminded. Despite her somewhat ditzy nature, she is a very talented musician and singer, playing the harp in the school band. Unbeknownst to Sean or herself, she is a siren and a rare example of an unawakened demon.

Oyuki Yoshida: Sean's biological mother and a very powerful Yuki-Onna. Not much is known about her, but she was married to Paul for about 6 years, and took care of Sean while he was just a toddler. The circumstances behind why she and Paul split up is unknown, as is her current location.

Johanna Irmsdotter: Sean's roommate at Amaranth. She is a Jotun, hailing from Scandinavia. They admittedly don't always get along, and they were likely paired together due to little more than their mutual preference for the cold. Played by Ahrha.

Last edited by Bard The 5th LW; 05-12-2012 at 07:16 PM.
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Unread 05-13-2012, 02:45 AM   #13
Girasol of Chaos
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Name: Shinobu Meguro
Gender: Female
Aura: Dark Orange-Yellow (Dusty Amber)
Age: 17
Appearance: Towering at 6'2", Shinobu, or Shin, is extremely tall and well-built for a girl. Having more muscle than not, Shin is strong and carries herself just as expected - proudly. Depending on the day you may find her disheveled, onyx hair is sporting either a mohawk or is simply combed down. It's cut unevenly and will not go farther down than past her neck in the front, tapering down in the back between her shoulders. Shin is semi-pale with crimson or azure eyes, with leaks of color from the other based on the situation. Her grin is unsettling for most individuals, sporting two small tusks that are normally tucked behind her lips. Her features are more boyish than most girls, having the thicker jawline and eyebrows of a brute.

Shin often walks around in tanktops, her favorite being a grey one with a bold yellow stripe running down the right side. Her tennis shoes match, sporting a thick stripe on each. Shin favors bindings to socks and bracers and will often wear them for sparring matches. Warmer weather has her sporting black shorts, sometimes with a white stripe. In colder weather she will don darker cargo pants and a thick black windbreaker. Some days she changes her mind though, and prefers jeans or light-colored khakhis. With these she can be seen with a steel blue jacket and darker-hued shirts. A plain black belt is worn with all pants.


Race: Oni (Demon)

Abilities:
Red Oni/Blue Oni - Black Elemental
Even Supernaturals have mental health problems - for Shin, its multiple personality disorder. Her two personalities, Shin and Chou respectively, come and go, with Shin seeming to be the dominant of the two. When Shin is in control, her skin, horns and eyes are bright red. With Chou in control, they're blue. Though this ability is mainly a superficial and flavor one, the abilities Shinubo and Chou have access to may differ depending on which personality is in control. In true oni form, their nails are sharpened and tusks are a little more prominent, poking out from the lips even when closed. Their ears are a little longer and pointed as well, and horns are always on the forehead.

Visual:
http://fav.me/d4tny3r

Human Illusion - Yellow Elemental
Oni learn early on to deceive humans, and the best way to do this is through acting as one of them. Her human form appears as above and can be used at will, except for times of extreme exhaustion. It's really a relatively good illusion, spawned from her Demonic Powers. This ability doesn't change much between the Shin/Chou personalities, the form itself is the same overall, only the eyes differ. Shin's are crimson, Chou's are blue. They can be identified by hair style and clothes as well.

Oni Club
- Orange Elemental
A summoning spell. This ability calls forth Shin's Kanabo - a heavy eight-sided club, studded with worn spikes - from its current location to (just above) her hand. The iron weapon appears in a flowing cloud (a nimbus) of light-grey water vapor which quickly dissipates. This ability is relatively inexpensive. It can be used to dismiss and resummon the club reflexively.

Strength Surge
- Yellow Elemental
A supernatural surge ability that vastly improves her physical condition for a single action. The effects of Strength Surge are extremely varied and as this one is more refined, the strength of the boost is greater than a normal Strength Surge, can last through longer actions, and is slightly less draining. Where she could punch through a stone wall in one punch before, she can now demolish a large chunk of it and send cracks throughout it. Shin only.

Fear Aura - Yellow Elemental
Activated with a roar, this ability awakens Shin's Demonic power, releasing a miasma of fear around her body. Anyone who comes close to her will be affected - it's stronger when they're looking at her, too. Shin only.

Without a Shadow - Green Elemental
By muttering the phrase, phrase, "Yue pahch hah ya" and shaping her demonic power through the Vajra chakra sign, Chou can cast this Eastern Spell. Once activated, her shadow vanishes. Any one who looks at her, while this spell is active, will view her as less threatening than she would otherwise be. By extension, other targets around her become more fearsome or dangerous, if only by comparison. Chou only.

Steady - Dark Red Elemental
Chou's balance and footing are reliable, and as long as her foot can mostly fit on it she can walk on the solid surface with full confidence outside of combat. Primarily applies to horizontal to semi-steep surfaces. Unusable in combat, sometimes fails in stressful situations. Chou only.

Background:
After moving several times due to poor grades, misbehavior and causing serious problems with the local human populations, Amaranth is Shin's last chance. The crude and competitive girl was kicked out of her parent's house long ago and enjoys asserting herself loudly and with brute force. When asked, it is difficult to get an honest answer from Shin concerning what may have caused her personality split. She seems to hide her past from herself, but is apparently overcompensating for an event of weakness. Not an intellect by any means she has poor-but improving-social skills as she struggles to keep passing grades and to play nice. In her eyes the school is more of a training ground for her athletic abilities. Normally a bit of a bully Shin has been warming up to some of her classmates, even calling some friends. Impressed by bravery and strength she is a difficult individual to work with, using violent solutions to entertain herself. It seems as of late that having friends sheds light on the fact that berserking tendencies aren't always the answer.

Notes: Shin is a carnivore, and her species enjoys dining on humans. This is offset by Amaranth's provided diet, however it makes the ogre favor non-humans slightly, as it is hard to connect to a snack on a personal level. Shin's sense of smell is stronger than most others' and will be affected by the stench of death, body odor and rotting meat. She, as any oni does, avoids sardines, suspiciously placed lines of salt and holy charms. Strangely enough she has a fear of Hot Green Tea, especially when served in a teacup. This fear is only very mildly shared with Chou.

Chou is Shinobu's less dominant personality, and often only shows her face after bouts of extreme exhaustion or great rest. Both personalities are starting to get comfortable with their surroundings and aren't as shelled up as they used to be. Anyone who interacts with Chou longer than a simple conversation will immediately notice the difference.

Chou physically is easy to spot to the observant viewer, she wears more conservative clothes and tends to have her hues oriented opposite of Shin (dark farther away from the ground). Her hair will be down and her eyes will be a bright blue, but all other physical traits are identical. Personality-wise, Chou is an awkward intellectual, enjoying small tricks and reading, but has trouble expressing herself to others at times. She is much more polite and quiet than her counterpart and has much better table manners. Valuing intellectual pursuits, Chou is the more curious of the two. Chou is also much more cowardly, opting to display bravado or flee from a fight instead of engaging combat. She seems to favor individuals who have taken the time to talk to her, and although she has her suspicions, she prefers that company over the more aggressive fighters that Shin prefers.

Chou is still a carnivore, but is much more able to control her hunger pains.

Clubs:

Mixed Martial Arts Club
Swimming Club
Book Club
Advanced Crafts Club (Metalwork)

Relationships:
Kit Fabre: One of Shin's roommates, a second year Kitsune. Bright and cheerful, but may not be the sharpest knife in the drawer, Kit seems to like Shin for reasons unknown to most, and makes efforts to befriend the girl. Despite his demeanor, he's over a century old, and is uncommonly experienced for his age. A capable martial artist, shapeshifter, and a dabbler in Eastern Magic. Frequently changes his gender, using his Demonic Powers. Real name is Azure.

Both Shin and Chou enjoy Kit's company, one being much more gracious about it than the other. Kit is a friendly and fantastic cook, instantly winning Shin's favor. She does bicker with him often, but enjoys the encounters. Most of the time. Shin is currently in an apologetic state towards Kit and is treating him a little more gently. To Chou Kit is a friendly roommate and good company.

Teanne Monette: Shin's second roommate, a girl with a name strangely similar to the Ninja-Robot-Butler-Princess who defeated her on the Field of Honour. Teanne Monette is a name she adopted upon coming to North America, her true name is Mochizuki Aina, a descendant of the great Spy Mistress Mochizuki Chiyome. Teanne takes after her ancestor, and is trained in the Eastern Arts of the Ninja, augmented with the Western-Style swordsmanship of a fencer. She may, in fact, be a Princess. Whether or not she's a robot is another story.

Shin bickers often with Teanne as well, but legitimately fears her second roommate due to some twisted-up memory that may or may not be a dream. Teanne is possibly to blame for Shin's near-crippling fear of Tea and seems to enjoy threatening the oni, managing to keep the brute off of her back most of the time. Chou instead mutually enjoys Teanne's company and, although puzzled by a small chill, will often share the ninja's favorite drink.


edit: fixed some spelling mistakes
Edit2: Improvements reversed until further analysis.
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Last edited by Girasol of Chaos; 05-14-2012 at 08:54 PM.
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Unread 05-14-2012, 05:56 AM   #14
Teal Mage
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Quote:
Originally Posted by Red Mage Black View Post
Didn't take any motivation from Mahou Sensei Negima, did you, Teal?
A bit! Amaranth is loosely inspired by Mahora Academy and the title (Magical Teacher Professor Landry!) is definitely a shout-out to Mahou Sensei Negima! (loosely translated, Magical Teacher Negima!), but the similarities don't go too far beyond that - at least, I don't think they do. I do draw spells from a lot of places though - Negima, Nanoha and Bleach are all represented in some capacity.

The setting is sort of designed to be a big crossover.

Quote:
Originally Posted by Bard The 5th LW View Post
Pretty sure this is right! Feel free to inform me of an mistakes I made Teal.
Looks good.

I'd appreciate it if other players could update their bios similarly, since that reduces my workload. But, its not required. Might be best to wait for the timeskip-levels to be handed out, though.

Quote:
Originally Posted by Girasol of Chaos View Post
Improvements reversed until further analysis.
Thank-you Gira. Just to be clear with everyone else, level-ups are coming for you guys too. But, they require us to sit down and talk about how your characters spent the timeskip (other than what was established on the pad). The challenges they faced would effect their level-ups, after all.

Otherwise, looks good! Thanks for the update.

Right, let's move onto my first new bio. =D

I preface this by saying I am very hard on all bios! The amount of questions I have in no way reflects whether the character or concept is good. As it happens, I like this particular concept, but I do feel it needs polishing to better fit the world.

Gonna deal with basic character information and backstory first, though. Those are extremely important, and discussing spells before this stuff is cemented is, frankly, premature.

Quote:
Originally Posted by Red Mage Black View Post
Name: Nasir
Race: Half-Demon (Incredibly Distant Relation to the Sumerian Deity, Enlil, "Lord of the Air")
Gender: Male
Aura: (Guess I'll let you figure this one out.)
Age: 18 [18]
Let's see, no last name? You'll need a Last Name. Here's a list of Arabic surnames for you to pick from: http://surnames.behindthename.com/names/usage/arabic

Race itself is fine. I'd like a little more details about his relationship to Enlil though. Was Nasir's ancestor blessed by the God into something more than human, or is the god himself Nasir's ancestor? Either way, Enlil was the King of the Sumer pantheon, so I would assume this gives Nasir’s family a high place in the tribe (his father is apparently the chief) - is this position a birth-right? Why? What does the position of Chief entail? Is it a Priest position, more of a Champion position or both? Neither?

Oh, and for clarification, does Nasir's tribe worship the whole Sumer Pantheon, or just Enlil? Are there other sacred lines in his tribe, corresponding to other gods? Does Enlil have a special place in their legends that the other gods don't?

We can talk about this if you need help, but most of these answers need to come from you.

Quote:
Originally Posted by Red Mage Black View Post
Appearance: 6'1", skinny and not too muscled, heterochromatic eyes(One black, the other white with a black outline) strange eyes, wind symbol tattoo under the black eye, black hair and dark tanned skin. Usually likes to wear his hot weather clothing, which can be a sleeveless tan/beige top, baggy pants that match the shirt, belt with holsters and sandals or baggy sleeved shirt, cowl that leaves only his eyes visible, same pants and belt, quick draw wrist holsters under the sleeves and combat boots. The first outfit is worn more often.
Alright, his eye colours are explained by his inhuman blood. What I'm curious about is the Wind Tattoo. Why is it there? Was he born with it? Was getting it part of a ritual to awaken (or maybe bless him?) with Enlil’s god powers? Some other thing?

Quote:
Originally Posted by Red Mage Black View Post
Bio: Nasir grew up traveling with a nomadic tribe of magic users in the Middle East. Their hatred of Black Aura's caused this. Causing disturbances left and right, the Church was sent to check it all out. Once found, they had threatened the tribe with imprisonment or destruction if they hadn't stopped their activities. Knowing they were heavily outnumbered, the tribe had offered up their chieftain's son as a peace offering. Nasir was taken from his home, sent to Amanrath to study the 'proper way' of using magic. With knowledge of his family's bloodline spell, he bides his time for a chance to escape.
Alright, let me start by saying that most of the Middle East is at a lower stage of development than the West. Therefore, the number of Blacks in that area of the world would be less than over here. The greater influence of religion is likely to blame for that. Certainly, there will be sceptics and people who are only pious in appearance, but true belief is one of the paths to becoming Half-Awakened. Not going to give you a statistic as to whether its 50/50 Black/Half-Awakened, or 25/75, or 75/25, but is sufficient to note that the Half-Awakened make up a large segment of the population in cities. They have darkly coloured auras (dark blue, dark red, dark green, etc), not Black.

Fortunately, as we discussed on the Pad, hating Blacks isn't their only reason for being nomadic. Still, I'm curious. Why does Nasir's tribe hate Blacks?

Anyway. As I understand, the original reason Nasir's tribe became nomadic was because they returned to the old ways and the old gods. Islam takes a dim view of pagan beliefs (and magic. They really don't like magic), so they probably wouldn't have had much choice but to stay away from populous areas anyway. Plus being nomadic would help them run when they were threatened – which would have been common. Am I right? If it is, please update your backstory to reflect it. If not, correct me.

Moving on, I need a point clarified. When you say 'Church' which church do you mean? Islamic, Christian, some other one? Or, do you mean the Guilds?

Perhaps more important, what did Nasir's tribe do to draw attention to itself?

The tribe seems to have been around for a while. They also seem to have been practicing Dark/Blood magic for a long time. The Church certainly would have known about them before this. However, for whatever reason, they viewed wiping them out as more trouble than it was worth. What about the activities of Nasir's tribe changed?

Keep in mind that the Islamic church is extremely unlikely to accept the surrender of a tribe of pagans in the situation outlined above. They also wouldn't have ties to Amaranth. The Guilds (well, the Witch's Guild, the others wouldn't care) on the other hand are more reasonable that way. If they intervened, the killing could, probably, have been kept to a minimum. Sound like a good solution?

If you're cool with that, we'll need to work out the exact conditions of the surrender. If not, we can work something else out.

That aside. It seems quite odd that Nasir's tribe would surrender without a fight. Outnumbered or not, isolationist societies (particularly those who hold that their 'true' ways are the correct ones) are generally quite proud. They wouldn't give in (much less give up an important member of their tribe) without some kind of fight. Unless you can think of a good reason for them to back down, I would make it less bloodless - somehow.

Next, it should be noted that Amaranth does not teach magic to first years. If a first-year, inside on the Masquerade, is present there, its usually to see if they can be trusted not to blow the Masquerade apart (or worse). Given the current circumstances of Nasir's attendance at the Institute, if he were to run off (or doesn't play nice), his tribe's dead.

None of the points I raised here make the story unworkable, it should be noted. I just need these details clarified so I can understand the logic of these events. If you need help working some of this out, I can suggest things too.

Quote:
Originally Posted by Red Mage Black View Post
Notes: Nasir carries two airsoft pistols, with symbols to use in conjunction with his lightning reload spell and the kukri for use with his bloodline spell. The guns are usually concealed inside the second outfit in quick draw wrist holsters. Else, they're easily summoned while in his first outfit along with the kukri.
I suppose I might as well ask about this stuff too while I'm at it.

First, I'd like to say that weapons are not automatically summonable. You need specific spells for that. Its not a free power.

Second, I'm curious. Where would a nomad get guns (airsoft or otherwise)? I have a few ideas in mind about how to make that work (after a fashion), but before we talk about that, I would like to point out that they're about as far from traditional weapons as you can get. It sounds like Nasir's tribe views the outside world negatively. Why would they want to use their weapons?

I'm interested in how he justifies using modern weapons, instead of traditional ones, to be clear. From what I can tell, his tribe seems quite...traditional. Nomads who returned to the old ways are usually pretty stubbornly opposed to the idea of progress. Magic and swords can do everything guns can, really. Better, in some regards, given that they would be aware of the Non-Lethal principle.

Quote:
Originally Posted by Red Mage Black View Post
Relationships: No one in this country.
And finally, a concerned player mentioned to me that being a Loner in this game is very dangerous! Fighting is messy – being alone means that an unlucky break will be much more likely to kill you, because no one can bail you out. Good teamwork saves lives.

'course, I don't have a problem with loners. This is just a cautionary warning. This game is brutal. Ask any of my old players, this isn't an empty statement.

I think that's enough for now.
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Also obligatory signature!

Last edited by Teal Mage; 05-14-2012 at 06:06 AM.
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Unread 05-14-2012, 05:02 PM   #15
Overcast
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Unread 05-14-2012, 11:24 PM   #16
Inbred Chocobo
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Name: Alexander Smith (When he was left an orphan, the parents failed to put a last name before abandoning him, so Smith got put there instead).

Race: Fire Demon

Gender: Male

Aura: I'll let you decide what fits him best

Age: 18

Appearance: 5'11' tall, surprisingly well built. Nothing overtly muscular, but well toned definitely.

Demon appearance: His skin is more similiar to molten lava. Majority of his skin is covered in what appears blackened rock where muscle should be, with cracks throughout glowing red hot. His eyes glow a bright red, and his hair turns to an ever burning fire.

Human appearance: He looks like he gets plenty of sun. Boots on his feet, fingerless gloves with metal plates on them are on his hands. Blue Jeans with a simple leather belt and plain buckle for legs, and a tight fitting black T and a leather jacket for his torso. His hair sits as a grey ash color, and his eye color glows a fiery red. Its actually noticable in the dark, which is why he always wears sunglasses.

Spells:

Shaping the Flame - Yellow Elemental
In a fiery blaze, Alex can cause his form to switch between Human and Demon appearance. This does have the effect of burning off clothing though if he isn't careful. He only can swap between those two, nothing else.

Burning Rage - Black Elemental
Mode-Shift- Alex's Anger can lead to him to a burning rage, which infuses him with fire properties. He ignores the effects of fatigue, and gains a noticeable increase to both his strength and speed. He also becomes too hot to touch, threatening Second Degree burns with initial contact, and just getting worse with prolonged exposure. When he stops raging, it catches up to him. (At this time, Alex know's his rage triggers something, but he thinks its more with being a demon than any actual magic)
Edit: Just as a note, this can work better in his demon form, and if he really has lost it, he may switch to that form without realizing it.

Undying Flame - ??? Elemental
As long as Alex can eat stuff that is rather flammable, such as wood or gasoline, he can regenerate anything. He has to focus on this, and normally has to be something he does overnight. However if he doesn't have something to burn to regenerate with, then he cannot do it.

Flamethrower - ??? Elemental
Alex holds out his hand open palm and shoots a stream of flame from it. It reaches out about 10 feet before fading off, and can catch things on fire or burn. The stream is normally straight, but wind and such can effect the path. He can do it in either short bursts or maintain it, draining will longer he holds it.

Fiery Charge - Yellow elemental
This is similiar to Flash Step, as Alex is rapidly pushed forward. The difference is that its basically a burst of flame that is pushing Alex forward. Though Alex has used this before to go charging into stuff, since you know, a fiery charge can be nasty to get hit with.

Fire's only Friend - ??? Elemental
In a burst of fire, Alex can cause a greatsword to appear in his hand. It disappears by burning away.

Background:
(So, I realized that after writing this background, there are a few holes in it, and realized I had Landry do something she wouldn't know to do, so here is Background Version 2)
His first memory was in the orphanage as a toddler. Everyone was outside playing when it started to rain. Some kids acting tough, and Alex did too, so they played out there and then Alex remembered the raindrops feel like they hurt, but the other kids called him a baby. Finally one of the people running it rushed them inside, but noticed Alex was trembling like he was crying and shivering. They threw a blanket on him and set him next to the fireplace they lit up for him to warm up by. The rest of the kids got ushered out of the room, and only him and the head of the orphanage, Miss Catherine were left. She examined him, noticing the burn marks where rain had fallen, but something about her eyes said she knew what she was doing, so Alex trusted her. She brought out a bowl of water, and had him dip one of his hands in it. When Alex said it started hurting, she pulled his hand out, and examined it, seeing that it blistered. She then removed the gate from the fire, and pulled out a stick, lighting the tip of it on fire, and held it out, and asked Alex to stick his hand in. He did so, and said that it felt amazing, and when he pulled his hand out, no more blisters.

Growing up in the orphanage, Alex remembers having to avoid things like water, and liquids in general, which was hard. He also remembered that he wasn't the only one that was different, and that Catherine would regularly take a couple kids, including him, and set them aside, explaining things such as the Masquerade, and things they should hide, and what to do for each of them. Thinking back on it, Alex remembers Catherine always seeming so sad during those times, like she had done something wrong in the past, and this was her way of making up for it. She was an old woman though, definitely hitting her 60s, so while he could never call her a mother, the kids started calling her their Grandmother, and she became that to him there.

When she passed away, Alex was only 14 then, but he remembered feeling crushed. During that time period, the kids that had sat with her were all hiding out away from everyone. In the arguing and fighting Alex remembers getting angry... then something happening. The kids later described it as it looked like he became engulfed in flames, and then stood before them in his demon form, looking made of fire and not human at all. Considering the lessons they had together, no one freaked out, and the all knew to never say anything about it. Instinct took over for Alex, and he changed back, albeit naked. Kids got him some clothes, and Alex was left with more and more questions after that.

Shortly afterwards, everyone ran away from the orphanage. Without Catherine, the place had no hold for them. On their own, in a city they didn't even bother to remember the name of, they ended up joining with a gang that had a leader with a sharp eye. The leader knew about the Masquerade, and when he spotted Alex's eyes, he new immediately that the kid was something more than just some runaway on the street. The gang leader, they were never told his name, always referred to him as the boss, started teaching them things about surviving on their own, and some basics of magic. For years, Alex was with them, just glad to be apart of something. They did some things that Alex could never explain, robbed certain places, burned down certain buildings, get certain things. Thinking back on it, Alex realized the boss was more than just a magic guy on the street, he was someone with an Agenda, and an agenda he wasn't sharing.

One day though, things got sour. They just finished robbing a play, and darting into an alleyway they ran right into a trap. What looked like 5 men, extremely well dressed in very nice clothing all pointed assault rifles at the group. Before anyone could turn around, they all opened fire. Alex remembers watching his friends die that day, and thought he was dead himself as he took two bullets and collapsed on the ground. Before blacking out, he remembers watching the Boss getting away, having used the rest of the gang as a shield.

He woke up in a hospital, gasoline being poured down his throat. One of the well dressed men from early stood over him. Then man introduced himself as James Walker, though Alex honestly thought it was a fake name. The man explained that the gang was breaking the Masquerade and they had to stop them. He was sorry about the loss of his friends, but he was here to offer Alex a new chance. Someone like Alex could be useful to him, they could see the potential in him, and the fact that he just took 3 bullets and lived to tell the tale isn't something to dismiss either. He could be useful, but needed a lot more education and training before they would consider it. They tossed the pamphlets for the school on his lap, and left the rest of the gallon of gas on the table next to him. James told him then that their would be a car to pick him up tomorrow that would take him to get some new clothes and books, and then off to the new school.

Alex was pissed at the guy, but as he left, he looked down at the pamphlets and saw the name Amaranth. Darn school was for rich kids or talented, not for guys trying to claw their way out of the gutter. He looked out the window, and thought back to the moment he watched his childhood friends die in that gang, wondering how long it would be before he laid dead in a gutter like they were now if he kept this up. He picked up the pamphlets then and started reading about where his life was taking him next.

Clubs:
(note, he found this clubs assigned to him after the first time he was assigned them he threw the list back in the Professor's face)

Mixed Martial Arts
Chemistry
Metalworking
Art

Notes:
Alex's diet consists of anything that burns. Its always kind of weird to see him just pick up a tree branch and chow down, so he tries not to eat in public. Luckily most human food burns, bad thing is that there is a lot of water in most of it, so he has to be careful.

Alex's big weakness is similar to fire. Cold stuff actually is what causes what appears to be burns. Rain if exposed to for too long causes what appears to be burns, and being submerged in water basically amounts to being on fire. Things that are designed to put out fires have a similiar effect.

Relationships:
Besides a bunch of dead people

James Walker: An agent from an organization that James didn't specify and Alex didn't ask about, representing their interest. From the way James talked, they sounded like Alex could be rather useful to them. Alex distrusts James, since he knows it was his organization that gunned down his gang. His motives are unknown to Alex, and Alex is willing to bet that its truly not anything amazing like wanting to just give him a second chance. He thinks that James is going to want something back for all this, but just what, he in't sure.

Last edited by Inbred Chocobo; 05-16-2012 at 10:04 AM.
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Unread 05-15-2012, 12:18 AM   #17
Relm Zephyrous
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Name: Alice Healy (Irish)
Race: Ghost
Gender: Female (or none, depending how you’re calling it)
Aura: You can try to guess at your Aura color - but its probably best to leave this section to me. Its the sum of all your spell hues. (Not bothering to guess, you tell me when appropriate)
Age: 19 [~87] First in appearance, then in brackets, actual age.

Human Appearance: Alice looks similar to how she did when she died, a late teenager of Irish descent. The girl has red hair, with freckles, twintails, and almost sickly white complexion. Her eyes are colored a deep emerald, and while she didn’t possess a figure that was quite so perfect in life, being an undead gynoid has edges in that she can have a perfect lean lithe figure. Her typical outfit is a black kilt with white stripes, a black beret, and a long sleeved black shirt with various pictures of flowers and vines decorating it. She also usually wears a black cape, which has a Null symbol on the back colored in white, and leather gloves.

Gynoid Appearance: Underneath the veil of wisps is a much more bland figure. Alice’s true skin is painted pure white, and her body is almost featureless. This being has two big black eyes adorning its face, and not much else. The chassis has B cup breasts, which are mainly so the Wisps can easily create the illusion of a female figure, but other than the joints of her body which reveal a silver structure underneath when stretched her entire body relies on special sensors to gain the normal human data from the world.


Spells:
Part of the reason Alice is coming to the school is to learn how to use some of the more traditional types of magic. She has had some experience with magic practiced in this manner in life and has toyed around with it as a ghost, but so far her spells aren’t really refined.

Sonic Snap

Causes a single powerful snap within a short distance of the user. This is mainly to cause a high sound, but can also be used as a powerful amount of force. Typically used for thigns like getting somebodies attention, flipping a particular object off of a table across the room into your hand, or other various uses especially when softened.

DetailsAt grade 1 it typically takes some time to cogni-magically 'land' the location you are trying to snap if it is out of arms reach, as well as looking at the spot where you are snapping (although not necessarily within Line-of-Sight) although closer within that reach can typically be done without looking or delay.

When thinking about it but not actually causing the snap to happen such as trying to figure out exactly how far you want to place it if flipping that object off the table into your hand, there is a dim glowing grain of sand sized aura at the spot where you are planning for it to occur only visible to non-blacks.


Cognitive Nullification

This spell uses a small portion of Will to find and nullify a small portion of Will in another 'spell', typically with the goal of nullifying or rendering useless the offending spell in question. The process of doing this is akin to 'hacking' into the magic of the spell, nullifying, and/or redirecting portions of the willpower posited inside of the spell using portions of willpower from the caster.

DetailsA lot of spells will fall apart of you take a small portion of the willpower out of them. For example, Alice could nullify a small portion of a fireball spell and have it fizzle out into a tiny explosion where it was nullified rather than let it hit a lethal area, veer off in another direction, or negate part of the back, causing the explosion to flood in the opposite direction into the vacuum, depending on the nullification that was implemented.

However at grade 1 this is extremely limited, and while it technically only requires a fractional amount of willpower to cancel out the spell, unless Alice knows the spell intimately she will have to cancel out a big portion of the offending spell to guarantee decent results. Depending on the spell negated can be magically taxing, and it might be preferred to take a moment to nullify it in a more cost-efficient way if possible. There is little efficiency degredation over a long range, however akin using the Sonic Snap to break a lock open across the room as compared to parrying a incoming punch, there is a difficulty in negating a spell that is across the room as a reflexive action without at least some time to think about the negation, or knowing in advance to negate.



Technological Restoration

This spell can restore a 'backup' of a mechanical device from a state to a state previously held. Examples of use would be resetting a computer to before it was infected with a trojan virus, unjam a gun, or fix a weapon like a bent sword. Alice must be within arms reach to utilize this spell.

DetailsAt grade 1, this will generally only work on devices of mechanical/metal origin. Further, the less of an idea Alice has of this 'previous state', the worse off the restoration will be, and the more complex the 'previous state', the worse off the restoration will be. For example, if Alice has never seen the computer infected with the trojan or know what was on it, she can restore it to before the trojan was infecting it but a huge portion of data could be lost.

As a note, this spell doesn't actually create significant amounts of material without significant will expenditure to go along with it. 'It is a very risky maneuver to try to create a backup out of something (such as using scrap metal to help put together a console that has the top half blown apart) unless Alice has an intimate knowledge of the thing being restored (such as spare parts for herself) and even then, it is still risky to do while impeded in any fashion.


Luminessence
Creates lights to glow from really blindingly brightly to subtly faintly, and if total concentration is given and a glass surface is given, the spell can give complex enough orientations to project simple images like a computer screen.

Ghost of the Past
This disguise can provide the gentle warmth of a human being, as well as the faint sensation of softness, and a look representing the way that Alice looked when she was 17-19 years old pre-death. It lightly extends to faintly generate clothing she is wearing, as well as make what she is gripping make sense in a way she wants it to. At grade 1, this is the limit of what this ghostly spell can do.

Little Miss Sawmill
Essentially a weapon summon, this is specifically a well oiled and practiced application of Technological Restoration, which allows Alice to revert her hands and feet between weapons, hands, feet, or some combination at a moments notice. The weapons are generally based on the this weapon, which is typically dual wielded http://i.imgur.com/2769C.png .


Bio: The life of Alice can be summarized as a normal girl growing up in Ireland, or at least it was normal until about age twelve. Alice had simple hobbies such as daydreaming, dancing, and dealing with people. These hobbies were some of the only things that Alice held onto for a sense of normalcy when the girl began to receive slow glimpses past the masquerade. This was both a wild and terrifying ride for Alice that dominated much of her teenage years and caused her to do much traveling. These travels ended several years later with her death in 1944 Nazi Germany.

But the story that Alice held after death was far more interesting than that which she had in life. Not actually able to pass on for want of figuring out all of this magical business, she was quickly captured as a useful powering device for research into AI. In particular she was used for the peaceful research done by Norbert Wiener in cybernetics, and until the time of his death in 1964 his refusal to allow political interference.

Many years later and after multitudes of different events over the half century between then and now, Alice finds herself heading off to Amaranth school. She has a high tech physical body now, although with the way technology progresses she’s probably already out of date on the majority of her functions. Still, this is a far better transport than a hunk of meat or a stationary desktop.

Clubs:
Computer
Tabletop
Meditation
Capoeria

Psychology Association

Notes:
Alice has access to the internet in her head. This is a good thing most of the time, but this also means the internet has access to her. While limited
As a Ghost, she has many of the innate magics that ghosts typically provide. One of which she has developed to extreme degrees is Will-o-Wisp. Normally ghosts use this to create some handy lights and sometimes for fancy colored fireworks. Alice has learned to use this to project images onto her monitor screen, create minor illusions outside of her body, but the main function is to create the illusion of herself as a real human. However this is limited in that at least for now, she can’t disguise herself as anybody but her previous life. And it takes strain to project even that as anything but naked. So clothes must be worn separately for her.
In life, Alice loved to sing and dance, however, her new body doesn’t have the proper vocal chords to sing, and over the many years of being bodyless her dancing skills have withered. This makes Alice sad.
Interestingly enough, the sensors that Alice uses to hear things without the prerequisite body-parts are located all around her body. This means that she can do odd things like taste through her fingers, and hear from her feet. This to a limited extent applies to any mechanical device that Alice is connected to. This also means that Alice literally has eyes in the back of her head.


Relationships:
Alice has a few relationships, but the majority of them are in the government or in far away places from Amaranth. Although who knows when Alice could find somebody that she knows from a previous ‘life’, either real, virtual, or cognitive. This is not always a good thing.
(I'll fill this in as time goes on.)

Capone Anderson: One of the men in charge of helping design and introduce Alice Healy into the school. He has a place assigned to do this by the Ministry of Research and Development, and thus has some kind of funding and authority. However, he isn't the most outgoing person, and generally will only step into public matters if needed.

Alice and Capone get along decently well, having met a couple years back when this 'project' was first beginning to be talked about and sorted through the red tape. He is a man of scottish descent and despite having a big figure likes intellectual pursuits, especially Go and Chess. Through the time they spent together, it is possible that the old 50+ year old Capone is Alice's son, or at least the son of one of Alice's sisters.

Despite having spent a lot of time getting to know Capone, Alice does not know much about exactly what types of magic Capone is capable of. However, she does know the type of aura that he puts off (if/when Teal decides of that.)

Last edited by Relm Zephyrous; 05-18-2012 at 06:18 PM.
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Unread 05-15-2012, 01:49 PM   #18
Aldurin
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Name: Naomi Disponette
Race: Human
Gender: Female
Aura: (Hoping for Grey, though I'll default on Black if I have to)
Age: 18
Appearance: She stands at 6 feet tall with a fit, slim build. Her hair is long, flowing and blonde, and her eyes are blue. She appears to have German and Welsch heritage in her facial shaping. Her standard fashion is usually tank-tops with elaborate fractal patterns, grey or navy-blue khakis and black tennis shoes. She is always wearing her six rings of different colors with copper circuits etched into them in different patterns.
Spells:

Dimensional Sheath, Grey Elemental:
Naomi thinks she's figured out how to move objects through the fourth dimension using her blue ring, and believes that this is how she stores her katana, which is actually still in a chest in storage at her parents house, and is merely summoned whenever Neoma thinks she's moving the sword back into this level of the fourth dimension.

Rend Space, Grey Elemental:
Naomi can target a spherical space of matter of up to 1-inch and "shear" it in half in any direction by up to a half-inch, with a range of 15 feet. She thinks she "shifts" space in opposite directions to create the effect using her green ring. Is useful for severing key parts of machines or equipment, and by dealing nasty damage on people if targeted right.

Reality Stretch, Grey Elemental:
Naomi can spend a small amount of will to make small movements in attempt to dodge almost any attack she is aware of. Projectiles and melee attacks can be side-stepped with faster-than-normal speed. Guns and other projectile weapons with near-instant speed must be noticed and premptively dodged in order for the spell to work. She thinks she's merely augmenting her dodges by "stretching" reality through her orange ring, thus creating extra space between her and the point of impact of the attack, though she's really just moving really fast in small bursts.

Gap of Space, Grey Elemental:
Naomi can create an invisible field in front of herself that stops any projectile in midair, spending will to maintain the field and slightly more will as the total mass of "caught" projectiles increases. When the field is broken then the projectiles drop to the ground harmlessly. She believes she's using her silver ring to create a sheet-shaped "gap" between two points in space that generates maximum heatless friction on matter.

Gravity Reduction Inducer, Grey Elemental:
Naomi is able to halve the weight of an object (or herself) for a limited amount of time, within a range of 10 feet of herself. This allows her to jump higher, run faster or lift heavier objects in most cases. She believes her gold-colored ring creates this effect.

Physical Reversion, Grey Elemental:
Naomi can accelerate her body's regeneration to a much more noticable and useful level, allowing for her to heal her own wounds right before her eyes. She believes she is actually rewinding her physical state earlier in the timeline, via her purple ring.

Bio:

Naomi grew up in the Pacific Northwest, attending public schools and doing normal girl things growing up, getting decent grades and avoiding trouble. The only really noticeable detail is that her parents were into Japanese culture and trained Naomi with a katana for a short period. At about age 14 people began asking her "how'd you do that?" for things that Naomi had no memory or awareness of. It began to be stressful for her, she felt like she was being teased incessantly and led to several breakdowns and a small emo phase. She eventually had the idea to intentionally try the various odd little feats she was accused of doing, but with none of the results her friends and family pointed out. She felt like it was her last chance, so she kept trying and trying, spending dozens of sleepless nights trying to understand. Eventually despair got to her and began to break her down just enough for her to become aware of her acts. She believed that she was a prodigy of quantum mechanics, and began various "experiments" in hopes of unraveling the secrets of the universe. She didn't want anyone stealing her "findings", so anything she made she would always keep secret. She applied to Amaranth when she heard about it after high-school, hoping to find a better environment to harness her percieved intellect and publish her findings.

Everything she thinks she knows about advanced quantum physics is complete bullshit, and is actually her rationalization of Grey magic. The mental breakdowns from her quest to discover her potential have made her reckless, adamant and generally uncomposed, though she will pass for professional if the situation demands it and is important enough to her. She wears several rings of different colors with integrated circuits on each finger, thinking that they allow her to generate the "hyper-spacial effects" while it's really just a placebo effect, causing her to only be able to cast those spells when she's wearing the rings since she believes so hard that it's science. She believes the rings are powered by the electricity generated by her own body, explaining how she starts getting hurt if she overuses them. She claims her acts are actually magic even though she's unaware that it's actually real, her motivation being to hide her "research".

Clubs:
Fitness Club
Tabletop Club
Crafts Club
Samurai Club (requested club that focuses on Asian sword-technique, unlike fencing)

Notes: Naomi belief that her rings are her "tools of reality", she will defend them with her life and never takes them off. She is unaware of the Masquerade despite claiming that her abilities utilize magic.

Relationships:

Theresa:
A weak Electricity Spirit that Naomi unkowingly bound to her computer's hard drive during her junior year in high school. Theresa claims to be a self-aware AI program to try and avoid the consequences of making Neoma aware of magic, and has gotten used to being bound to the digital world. She often assists Naomi in various ways, and agrees with Naomi's idiotic Physics theories to keep Naomi blissfully ignorant of magic. She gladly welcomes the companionship of Ayumi and Violette, due to the fact that they don't demand validation on horrible physics theories.


Ayumi Fosburgh:
One of Naomi's roommates, she's a shorter girl with black hair and a similar build to Neoma and the same age. Ayumi is a Black from Japan who was enrolled here after her martial arts instructors sensed her supernatural potential. She is puzzled by Naomi's claim to using magic, since she's also unaware of the Masquerade, but gets along well with her despite it. Her interests generally fall into the outdoors and into mastering her own body, so she can probably be found at related clubs. She is generally stoic and not easily surprised by her environment. (Would like her to be in the fitness club with Naomi).


Violette Donota:
Naomi's other roommate. Violette is a 21-year old half-Succubus from Los Angelos, who came to Amaranth to try to learn to control her powers and suppress the "side effects" of her demon side, mainly her sexual drive. She takes interest in the artistic and graceful things in life. She is confused by Naomi's claim to be conciously using magic due to her aura color, and is a close friend of Naomi's since she doesn't think of Violette as a slut. Half the time Violette is in another dorm in order to satisfy her "desires", much to her shame. (Would like to see her in the Tabletop Club with Naomi if possible)

Last edited by Aldurin; 05-17-2012 at 05:23 PM. Reason: The entire character was dumb. Here's a better one.
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Unread 05-15-2012, 06:26 PM   #19
Red Mage Black
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Default New Notes and Whatnot

New Notes on Nasir:

Birthmark: (What I said was the tattoo, but noting the changes here.) Lightning mark under his black eye, rain and wind under the white. It's the very thing that confirms his blood tie to Enlil and only 'the blood of Enlil' receives it.

New weapon choice: Stave, a Holy Relic from the first descendent of Enlil. Has been passed down from one generation to the next and held by the Priests until every new 'godblood' comes of age. Clarification, they must be born with the same birthmarks as Nasir has to be able to hold it. Which means his father never got to.

Bio Stuff: The specific 'disturbance' that called the Catholic Church around was a ritual by his tribe to awaken Nasir's blood potential. The use of magic caused a disturbance with the Islamic faith and the Church moved in before they could to 'suppress the threat'. Meeting the tribe errupted in a skirmish for the Catholics. That of which ended after the death of their Chief, aka Nasir's father when Nasir himself called for the ceasefire when he knew if they continued fighting, they WOULD lose and in that loss, all their heritage and traditions.Which meant their survival for so long would have been for nothing.

The Catholic Church of course saw this as an opportunity to seize not only the head of a long worshiped religion predating Christianity itself, but a potential future threat. They didn't immediately whisk him away to Amaranth, instead keeping him around to not only teach him English, but also 'learn about their enemy' under the guise of learning their history and how they survived for so long.

The tribe had not only worshiped Enlil, but the entire Sumerian pantheon. Their godblood came around before Ninlil's own ascension, leaving a half-blooded child behind when she rose in rank.

Ritual History/Details: The ritual is only performed upon the birth of 'Enlil's blood', which is signified by the strange tattoo, but it has become so diluted over the years that a chance one of them is born along the family line is incredibly low. For the tribe, Nasir's birth was a blessing. When he turned 16, as a coming of age, they performed the ritual neccessary to awaken the powerful blood inside him. It requires that he must first be recognized without any doubt that he has the power inside him. This was of course confirmed. Next, the representative of other deities, their priests, would need to perform the ritual and the head of it would need to be their 'king', aka Nasir's father. Of course, the ritual involves calling upon forces best left undisturbed. The spirits of 'the blood' or ancestors who carried the same blood as the current successor. This caused a massive surge of power to erupt, which disturbed residents miles away and turned the 'landing zone' into plate glass.

Relationships: It isn't really the fact he's a loner, it's just the fact he doesn't know anyone outside of his tribe. In terms of rooming with someone, go for whoever (or whatever) you think is best.

Spell ideas(To replace the use of the guns):

Lord of the Air - Mode-Shift [Color] Elemental(?)-
Calling on the power of his godblood tie to Enlil, Nasir fills himself with power, drastically increasing his reflexes, speed and spell power. The telltale signs of this are both the glow of his eyes and the birthmarks on his face.

Calling The Sacred Staff - Summon [Color] Elemental -
If he doesn't have his stave immediately on hand, Nasir can channel will through the magic tattoo on his hand to recall it from wherever it may be.

Stormlord's Respite - Barrier Field [Color] Elemental -
As a newly awakened godblood, even Nasir isn't invincible. When in need of a breather, he taps the ground once with his staff to signify when he wants to it go up. It takes the form of a swirling torrent of rain, wind and lightning, but this is merely cosmetic and keeps him safe from attack for a short period of time.

Wind Extension - [Color] Elemental -
With his will, he forms either an extension on the top of his stave or a bladed weapon of the sort, both for the purposes of attacking. What makes this dangerous is the fact it doesn't make his stave any heavier. Later refinement might include adding the extra element of lightning to the mix. Blades, at such early grade may only extend a foot in length, while adding a blunt extension might go out as far as two feet.

Shock Shot - [Color] Elemental -
At this grade, even Nasir himself is limited to what he can do with even one of his own natural elements. For this purpose, he leaves his staff to do most of the casting. Unlike his barrier field, he taps the ground twice to signify the use of the spell, then points it at his intended target and fires a small bolt of lightning at them. It's limited to a straight shot while he tries to refine it.

Whispers on the Wind - [Color] Elemental -
Impending danger lurks in every corner. Wherever the wind blows, fast or slow, Nasir can get an idea of what is up ahead by focusing his will on listening to what the wind tells him is there. The lesser form gives him a small idea how many people there are, but not where they're located or how strong they are. Another form of this is evesdropping on conversations, but the further away it is, the more garbled the words become.

Okay, I know I won't be able to have all of them, so to clear it up beforehand, I'm fond of the first, second, fifth and sixth spells. The third and fourth are ones I can do without.

Last edited by Red Mage Black; 05-15-2012 at 06:51 PM.
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Unread 05-16-2012, 09:49 AM   #20
Inbred Chocobo
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I've redone my background as after talking with a few people, I realized that it raised some questions, hopefully with the reworking it makes more sense.
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