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Unread 05-29-2013, 11:45 PM   #1
Teal Mage
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RPGs and Tabletops Magical Teacher Professor Landry! - Patch 3.0

Hello again Forum, it has been a while. I've been taking a break from this game for the past few months, and, after speaking with my players, have decided that I'd like to return long enough to at least finish up the last scenario. Interest among my old group of players remains strong enough to do that much, at least. After that - well, we'll see.

My break has given me some time to re-evaluate the old system and make some modifications - mostly in the name of streamlining, simplifying and, in general, de-systemizing. The game had gotten a bit too rigid before. Anyway, rather than rewriting the extremely long Second Set-up, this update's in Patch-note form. As this is mainly aimed at my old group of players, who are all familiar with the system, I don't expect that to be much of a problem.

If there is interest from new people who've never read this before though, uh, you should probably contact me through this thread. I'll expand on some areas and give you a run-down of where the game is now. Still, be warned, I'm near my maximum capacity of players I can handle. This was part of what prompted my break before, so I don't intend to make the same mistake.

General:
  • Guns are lethal.
  • Let’s not kid ourselves, there won’t be a one-week-per-turn rule. You’re lucky if the game moves once every two-weeks.

Amaranth & Ansidor:
  • The precise number of students within the school is unknown – even to the faculty. Only Headmistress Amaranth herself might have the actual numbers.
  • Students do not need to live on campus – they may live in Ansidor city, if they desire. However, campus-life is all-inclusive – the basic needs of all students are covered by Amaranth. The precise definition of “basic needs” is directly tied to a students grades – with the school’s rare A+ students living like kings. Off campus, the school doesn’t attempt to support students – they’re always welcome to come to the dorms, after all.
  • Part time jobs are also available on Campus for students who want some money. Its perfectly fine to go job hunting in Ansidor too.
  • All dorms are fully customized to the dweller. Most students will end up sharing a dorm with two other students – unless they’re declared a danger to the safety of others. The school does rarely puts Awakened and Sleeping students together in the same dorms.
  • Landry probably has all your dorms bugged.
  • Most supernatural groups are uncomfortably aware that Amaranth’s true motivations and purpose are not clear. Still, the school has been useful for a long time…
  • There are sister schools to Amaranth scattered the world over. Each of them appears to have a different agenda.

Amaranth Sophia: The school's mysterious and shadowy Headmistress. While few students are actually able to describe her, most have in fact met her in some form or another - the Headmistress personally conducts interviews of all students to be admitted to the school, at some point in their lives. Or at least, so the rumors say. She is also rumored to wander the campus in disguise, observing classes and to have a shadowy network of janitor-spies. But such rumors couldn't possibly be true. Few people know anything about Amaranth Sophia - though they can see paintings of her predecessors in the hallway leading to her office on the highest floor of the tallest building in the campus's center. The family resemblance is uncanny.

The Guilds
  • Due to changes within the mechanics of Awakening, the internal structure of the Masquerade, as well its approaches to enforcing the Masquerade, have been changed. What is most important for players to remember is the cardinal rule of “if it shouldn’t exist, don’t do it in public” remains in effect. Breaking it might lead you being killed.
  • You may disregard the Guilds as they’re discussed in the Second Set-up. Supernatural Organizations aren’t terribly important to this game. The main thing to remember is that virtually every magic-user will be connected – in a loose and decentralized way, usually – to a larger supernatural organization. If you want to discuss your character’s connection to a Supernatural organization beyond their immediate master, I’m willing to do it on a case-by-case basis.
  • Historically, the Wizards and Witches had entirely different – nearly opposed – approaches to magic. Wizards emphasized control, skill and practiced a large array of time-tested spells, usually revolving around ‘common’ elements – with Earth, Fire, Wind and Water being the most prominent. Witches emphasized risk-taking, power, creativity in spell-design and the use of unconventional elements (like love magic) in their practice. Now, because the historical reasons for these approaches are largely irrelevant, the two classifications exist on a spectrum – Witches on one end, and Wizards on the other. Most mages are somewhere in the middle.

Magic
  • Magical disciplines beyond this primarily differ in regard to the elements of magic they have a preference toward.
  • All reference to spell colours may be disregarded. Aura colour reflects something about the caster, not their spell-selection.
  • Black auras are now clear – they cause a slight warping of the light around the user, to the Awakened. Those who possess them are referred to colloquially as Sleepers. Powerful sleepers have Black auras – like Professor Landry. Sometimes referred to as Dreamers, it is nearly a universal truth that Awakening a Black is a horrible idea.
  • The magic of Sleepers and Dreamers functions the same as Black Magic – it’s a subtle, instinctive and beyond their control. It frequently corresponds to their talents, and usually involves some degree of reality bending and perception warping. It’s never overt.
  • There’s no longer a half-Awakened category.
  • White Magic occurs when someone is Awakened through inappropriate means – usually involving great stress. Because the Awakening was not proper, their powers eventually turn on them, denying their very existence and killing them. Consequently, while Whites are enormously powerful, their lifespan is very, very, short. Many of them are utterly wiped from history and the memories of those around them when this happens. The Awakened can also become Whites.
  • White Magic users are no longer insane.
  • Greys don’t exist anymore.
  • Magic remains hard, but it is slightly more fluid. Its possible to use multiple spells at once – but similar to trying to draw a circle with one hand and a square with the other, it is extremely hard. Certain spells – notably “super-mode”-style buffs – are an exception to this, and usually contain explicit provisos against the use of additional spells while in this form.
  • Free-casting is easier now – most spells work off a base elemental manipulation/creation ability, which, though slow and rather unimpressive without a spell to work from, is reliable. It just requires a fair amount of time to work. Spells are much faster and more powerful.
  • Spells no longer are graded. They’re also slightly more flexible – it is easy to increase or decrease their power (but easier to decrease than increase), and a little creativity can go a long way with them.
  • As magic is intimately linked to the user, spells may shift in rapid and dramatic fashions, or slow and gradual ones, as the character undergoes development. Spells which become vestigial – no longer see frequent use – may also cease to function. Characters are not always aware of when these shifts occur.
  • Awakening requires a ritual of some kind now – for those who live in magical fringe communities, this can be as simple as growing to a certain age. Most of them still use an official rite of passage to formally complete this Awakening. For most Sleepers though, Awakening is often a long process of study, meditation, training and hard-work – it is a very difficult task which can often take years. Faster rituals are far more dangerous, and may fail in rather spectacular ways, though they exist. The Guilds place very strict rules over the circumstances in which people may be Awakened – and to save the life of the Awakened, or the Sleeper, is not one of them.
  • The Guilds usually permits parents to Awaken their children.
  • As a general rule, it is not possible for someone to Awaken on their own. Some outside force, usually an Awakened one (but not necessarily so) needs to intervene to assist them.
  • …though if it were possible, expect such people to become Whites.
  • Research suggests that there are more Awakening rituals than there are stars in the sky – and that there is no specific formula to any of them. Consequently, an Awakening ritual can take virtually any form. Even entirely mundane lives can easily led to an Awakening.
  • Oh, also there are demons which hunt the Awakened at night. Sleepers and Dreamers are totally safe, unless they happen to be really close to the Awakened…

Will: Will is this world’s analog to Mana. Supernatural phenomena may be invoked by expending it – but there is a catch. Will is also what sustains the physical bodies of everything that exists and enables to act normally. While all beings possess some Will in surplus, using it to fuel magic means diverting it from its primary purpose; keeping you alive and functioning at your best. Doing a bit of this is safe, but the more this is done, the more side-effects the caster experiences. Fatigue, headaches, loss of coordination, hallucinations and, finally, hemorrhaging from the pores are the typical stages – the last of which can, become easily fatal.
  • Will is now expressed as an abstract concept, not as a number out of 50.


* * * * *


Anyway, to the new Profile format! There is also some new information in here, so please read.

Name: Your character’s name. I recommend it being a realistic one! Unless you’re from fantasy-land. …this is not impossible.
Race: Demon, Human, Half-Demon or Mixed Demon, followed by the specific type in brackets. More important for Demons than Humans, since this determines the mythos they can draw on for their Demonic Powers. Mixed Demons are beings whose parents are both demons of different species – Half-Demons are half-human.
Class: A thematic title encompassing your character’s abilities and magic. This is important!...but might take a few tries to get right. For non-humans, your specific race should probably be part of your class, as your race will have a large influence on your potential powers. Class will change as your character develops.
Age: How old you are.
Aura: What colour your character’s aura is. This is a personal decision, meant to reflect something about your character. Black and White can’t be taken, but their auras may be very close to both, if they desire. Auras are all solid colours.
Gender: Male, Female or Herm. We’re not dealing with sexual orientation, just your parts.
Appearance: Describe how your character looks. Height, build, hair-colour (and typical style), skin-tone, eye-colour, etc. Clothing will probably vary by day, but mention any themes if they exist.

Abilities: By far the most complex section of this. Abilities may be divided into two general classes – Abilities and Techniques. Abilities are the broad basis for your character’s techniques, and will often be extremely adaptable and broad. Techniques, on the other hand, are specific applications of the skillset reflected in the ability, usually with powerful results. Abilities may be magical (Ice Magic) or mundane (Swordplay), as may Techniques. Please note, however, that with Mundane Abilities, only remarkable skills need to be listed.

Some examples, with the Ability in Bold and the Technique in italics.

Ice Magic – The character can create and manipulate temperature and small quanities of ice, near themselves. The effects are rather minor and slow, without a spell to draw on.
  • Ice Beam – The character fires a concentrated ray of freezing energy, encasing whatever it strikes in ice.
Swordplay – The character is remarkably skilled with a sword.
  • Deathblossom – In a single instant, the character strikes everything within the range of their sword.
Please note that not all Abilities need techniques, and there is no real limit on Abilities (though I may say that a particular character has too many, and require you to scale back and focus more). Techniques on the other hand, being more powerful, should number between 5 and 7 – depending on how many Abilities a character has, and the strength of their techniques.

Players should probably include a single amalgamated ability describing their character’s background, and the abilities they may have picked up there, if their upbringing provided them with a particularly advantageous skill-set, rather than trying to list all their Abilities as short, one-line, sentences. In fact, where you can, please do amalgamate. Only Abilities with discrete Techniques really need their own headings.

For Demons (Full, Half and Mixed), they will also need to outline their racial skills and advantages in an amalgamated ability, which should also reference their weaknesses. Additionally, Demons possess a taint of some kind within their magic. The default assumption is that Taint is Life-elemental - which covers a very large totality of things. Some demons have a different sort of taint - death is a common alternative. Regardless, this taint explains why demons live longer than humans, have more mutable body-structures and are more resistance to disease - they contain more life in them than a human. Spells drawn from pure Life magic emulate aspects of living - growth, eating, dying, etc - and concepts associated with life, such as love and power. This means that everything they create with their magic will act as though it is alive - in some regard or another.

Most demons combine this taint with one element or another - such as Ice in Jo's case, and Ice and Death in Sean's case. Often, the proportion of this combination is as important as the number of elements involved (in Sean's case, Death dominates). Opposed elements - like Life and Death - do not cancel each other out, though. They simply make for a very unruly and hard to control form of magic.

Bio: A brief description of your character's history. Include why they're in Amaranth - if the reason's special - how they were Awakened (if they were), and justification for their abilities.

Classes: A list of your character’s extra-curricular clubs! Amaranth has a lot of them. They’re fully equipped and stocked with the intent of allowing geniuses and beginners to train and master their talents. Basically, anything’s fair game. Please note all students are free to use any number of facilities without joining the clubs, but the clubs offer lessons – and also affect your grades. Theoretically, students don’t need to be in any clubs, though. Also, new PCs won’t be in Professor Landry’s class (Love and Fightiology), they’ll being in Professor Silverstein’s class (Style and Stratagems). For now, anyway.

Relationships: Here's where you outline the NPCs you want created. By default, you're responsible for using them - though I reserve the right to take over them as the story dictates. Include a brief description of their powers, if they have any. If they enter combat, I may require a full bio. These may be friends, rivals, club-directors who your character has a special relationship with, enemies, parents…etc.

If you want examples, most of my pre-existing players have already had their bios approved, and I expect them to post them below. I might have some tweaks to make, but largely, they’re fine for models.

Students! Please post your bios so Teal can begin writing the new scenes!
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Also obligatory signature!

Last edited by Teal Mage; 06-01-2013 at 05:12 PM.
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Unread 05-30-2013, 02:09 AM   #2
Aldurin
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Quote:
The Guilds usually parents to Awaken their children.
Usually what? Encourage or discourage?

I like the more abstract and fluid approach to casting and will, and eschewing that grey area between passive and aware magicians. I'll be thinking up a not-shit character to throw here tomorrow.

---------- Post added at 12:09 AM ---------- Previous post was at 12:08 AM ----------

Really my big issue is that my main on-hand idea totally rips off of the characters from the Moonlight Bay trilogy, and it makes other ideas hard to think. I'll have something.
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Unread 05-30-2013, 08:06 AM   #3
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What ho, once more into the breach!

Name: Johanna (Jo) Imirsdotter
Race: Demon (Frost Giant)
Class: Jotun Witch
Gender: Female
Age: 18
Aura: A light, desaturated purple, like the evening sky
Appearance: The first impression Jo gives is one of sharp contrasts: black and white. She's very pale and her hair is white. Her irises are dark brown, which blends into the black of her pupil. She usually wears her hair in one or two braids. Jo is just above average height - 5'6" - and has fairly broad shoulders and hips. She had a very lean, spare build on first coming to Amaranth but she's bulked up somewhat since then, from a combination of strenuous exercise and overindulging her sweet-tooth in this newfound land of plenty (i.e. Canada?!?!).

The pressures and understated disapproval of the Fashion Club have made Jo abandon her old hoodie as her casual outfit, usually replaced by a button up blouse and a bolero jacket.

Abilities: Words words words
Jotun: Jo is a frost giant. Her inborn abilities reflect their tie to winter, influence over the natural world, and their great strength and stamina. Jo is resistant to cold but more affected by heat. She suffers heatstroke easily and becomes dehydrates quickly as she sweats profusely in hot weather. Her blood is cold to the touch and freezes solid a few seconds after leaving her body. Jo's true form is much larger - 8'9".

Ice-Shapeshifting: Jo is effectively living ice, which she can manipulate and sculpt at will. Her normal application of this power allows her to turn parts of her body into ice and grow them into monstrous forms. This can be used to armour that section, provide crude bandaging or to immobilize a broken limb, but cannot reverse any damage suffered before the transformation. She also used this to shrink to the size of an ordinary schoolgirl, though she has to periodically revert to her true form for a while.

Ice Talons: Jo can transform her limbs below the forearm into monstrous icy claws, her fingers strengthened and lengthened into icicle-like foot long daggers. She can tweak the approximate size and shape with relative ease, but any significant deviation is difficult. It was developed partly due to the fact that Jo's clones are unarmed when she creates them.

Mist Form: Niflheim is the land of mists and Jo has learned how to become one with them. She transforms into a cloud of chill vapour, able to drift about and travel through narrow openings. While she can effectively fly, she's not any faster than her normal form. She remains vulnerable to anything that could affect her cloudy body, such as heat-based attacks. Being broken apart unwillingly by wind would be unpleasant, but not lethal or damaging. She does need to be able to come back together to reform, though. A specialized variation of Ice-Shapeshifting, emulating sublimation.

Soul of Winter: To escape a curse, become something it can have no hold over. Jo reinforces her basic nature, momentarily becoming a thing of deadly cold and ancient darkness, winter's desolate purity scouring away foreign magic affecting her.

Fate Magic: Magic that grants Jo limited influence over the fate of things. Weak and slow without a structured spell. Usually requires contact with the object. Good for buffs/debuffs (Making someone stumble, etc).

Leap of Inspiration: A spell developed to help Jo design costumes for Fashion Club. A good way to be creative is to cheat. Focusing on the things around her, Jo opens her senses to take an unfocused glimpse at the future, to pluck ideas for what she might do with them. It's essentially a creative shortcut.

Jo is Legion: As a twin, Jo was arguably in two places at once. She's improved on that considerably. By training her ability to multitask and learning how to project her spirit to a limited degree, she was ultimately able to fuse these disciplines with ice and fate magic to create clones of herself. She can control two clones at once without too much difficulty, but anything past that is risky.

Snow Clone: Using a blend of spiritual projection and fate manipulation, Jo creates a body out of snow and ice, sends a portion of her spirit into it and then writes 'this is Johanna Imirsdotter' onto the amalgam's fate. This creates an identical body that she controls and can use the senses of. Jo struggles coordinating multiple complex actions at once, so she tends to rely on staggering or mirroring complicated moves. The fate link means that injury to any one will affect the others sympathetically, the psychic shock sapping the real Jo's stamina. When damaged beyond the capacity of the fate link, the spell is broken and that clone collapses into snow and ice that swiftly melts away.

Ice Diamond: A gift from Jo's mother. Jo can summon a small ice crystal with a red rune meaning 'Niflheim' carved into it. It fits easily in the palm of her hand. When she crushes the crystal, her body is flooded with the essence of her home. She becomes immensely strong, tough and fast and she reverts into a form closer to how she appears in Niflheim, becoming close to seven feet tall. However, it also drives her berserk. She cannot cast any other spells, is unable to tell friend from foe and attacks anything she sees. This continuously drains her energy and does not end until she runs out.

A Viking We Go: Jo has some skill in fighting unarmed, honed from a young age by indulgent older family members and sisterly aggression, and knows the basics of swordplay. She's also a skilled enough shot with thrown objects and slings to hunt smaller animals. A lifetime of chores and wandering monster and ghost haunted arctic tundra has toughened Jo up considerably, and she's been working hard on improving her strength and coordination since her fight with Shin.

Clever Hands: Jo has very good hand-eye coordination and a knack for making things, as she's sewn, cooked, carved and played with fiddly things from a very young age.


Background
Jo is a frost giant from faraway lands. She was born and raised in Niflheim, a land of eternal winter. It is small and provincial compared to the modern era, with its few modern conveniences carefully imported and jury-rigged to work.

She, along with her twin sister and her mother and father, lived in a small village. Her father was something of a tinkerer and handyman, so they had an unusual number of relics from the world outside, and her mother was a highly respected witch.

Jo always dreamed of going on great adventures, devouring the books and other items of the human world provided by her father. She tried to explore the lands around her home and stick her nose into various mysteries.

There weren't many other children around the the Imirsdotter girls' age, so Jo and Jes did a lot of things together. As they got older, they started to fight. Jes wanted to try and go her own way more, didn't like Jo's clinginess and found Jo's self duplication off-putting. They eventually had a major falling out and Jes left around two years ago.

When the opportunity to study at Amaranth came along, Jo threw herself at it wanting to see more of the world.

Clubs
Jo enjoys the elaborate dress-ups, costume design and focus on presentation that the Fashion Club has, and lends some assistance to the Drama Club. She regards Home Economics as being her hobby class, as she's already quite proficient in many of the skills but is enjoying the opportunity to try foreign cuisine and modernise a little. Jo found the aftermath of her fight with Shin gave her a rude awakening about how unfit she'd become since leaving Niflheim and so she joined the Fitness Club at Claire's urging. Being an explorer by nature, Jo enjoys the all terrain wandering of the Strolling Club. Jo is a peripheral member of the Book Club, mainly sitting in to find out good books to read.

Relationships
Claire Bicks - An energetic, athletic tomboy with a competitive streak a mile wide. Jo enjoys a spirited friendship/rivalry with her, the two egging each other on to levels that can get out of hand if no-one's there to defuse the situation.

Sean Castevet - Jo's room-mate. The two of them don't always see eye to eye. Jo has trouble resisting tweaking his nose - she thinks he needs to lighten up a little.

Jackson Hall - Jo's boyfriend and classmate. God himself could not sink this ship!

Shinchou Meguro - I don't know what's happening here yet and neither do you!

Jeslanna Imirsdotter - Johanna's twin sister and enemy. The older of the two, by half a minute. How she got to Amaranth is a mystery. Wants more individuality and wants Jo to stop copying her, since she's the oldest. Has schemes and at least two distinct identities - only one is real.

Nikola Orlov - A lonely, easily forgotten ghost haunting the pool complex that Jo met one night in her nocturnal wanderings. They share outdated reference pools and a few common interests. Jo's spent a decent chunk of her time trying to improve things for Nikola. She's one of the few people that Jo confides in.

Ashley Terata - A second year student who was assigned as Jo's mentor in the Strolling Club. Believes in the sink or swim approach. Almost certainly a killer robot. Existential crises about the nature of the soul, free will and consciousness seem to have made her sulky and cranky.
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Unread 05-30-2013, 10:28 AM   #4
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Name: Jackson Hall
Race: Human
Class: Wind Seer
Gender: Male
Age: 18
Aura: Cerulean
Appearance: At eighteen, Jack stands at 5’10’’, decently built, if perhaps a little slender. He has green eyes and messy black hair. He wears jeans, sneakers, a blue shirt and a brown leather duster.

Abilities:
Spell Reading - By focusing on studying an ongoing spell, Jack can gradually discern its effects. While doing so, Jack's eyes glow with the color of his aura. Minute mental strain while it's active.

Elemental Augmentation - A handful of spells Jack developed to infuse both himself, and others, with hints of elemental magic. He learned the basics from his parents, though recent snags in his relationship inspired him to experiment further. Truly, creating spells to get laid is the best use of magic.
  • Cold Touch - A simple spell which makes Jack feel cool to the touch - though offers no protection against heat or chill-based attacks. Can be maintained near indefinitely. Little combat utility.
  • Warm Touch - A simple spell, which, when placed on a target object or person, causes them to feel pleasantly warm to the touch for a reasonable length of time. Jack needs to touch the target and focus for a moment to apply the spell. Little combat utility.
  • Joybuzzer - Jack wraps his fists or feet in electricity, adding an electric jolt when his blows connect. The shock causes quick, sharp pain compunded with the pain of the hit. Tiny arcs of electricity can be barely seen around the affected extremities. Minor drain while the effect is active, builds over time.

Wind Magic - The ability to manipulate air, taught to Jack by his mother, and his main recourse for combat.
  • Air Bolt - Fires a bolt of compressed air from Jack's palm. Damage is roughly equivalent to a punch. Jack's not very accurate with this. Minute mental strain on the user.
  • Wind Screen - A spell which fills the air directly in front of Jack with magic, hardening and strengthening it into a barrier against physical attacks. Normally, it's a few inches taller and moderately wider than he is, size can be modified. The barrier is only visible to the Awakened. Moderate mental strain while the barrier is active.
  • Wind Messenger - A spell that carries a recorded message from Jack on the air to another target who he can name and picture. The message can travel a fair distance, though traversing past obstacles can extend the time it takes to deliver. Minor mental strain.

Brawler - Seeing Jack was rather prone to getting his ass kicked, his parents saw fit to train him in unarmed combat before he entered Amaranth. Knowing this himself, Jack sought to develop his skill by entering the Mixed Martial Arts Club, though so far all it's gotten him is a lot of bruises and a dislocated shoulder. His extracurricular lessons with Ashley haven't been helping.

Bio: Eighteen years ago, a baby was found in a basket outside an orphanage, with a silver locket and a note that said “Jackson Hall”. Since there was no one in the orphanage by that name, it was assumed that it was the baby’s name. For most of his life, Jack was bounced from foster home to foster home, never staying with one family for more than eight months. Most reports were that he was unnerving - a handful specified 'something in his eyes'. That aside, he was decidedly withdrawn and uncommunicative; he was classified as having a developmental disorder, eventually.

At thirteen, he was finally adopted by the Carters - both members of the Witch's Guild. A short time later, the Carters awakened Jack to magic. He began to study martial arts and the basics of magic around the same time.

Clubs: Archery Club, Chemistry Club, Strolling Club, Band club (Guitar), Mixed Martial Arts Club.

Relationships:
Nathaniel Carter: Jack's latest and longest-lasting adoptive parent. Nathaniel is a human and a member of a Paranormal Organization. He can be somewhat stiff, but is still kind to his adoptive son. He and his wife trained Jack in being a Wizard before shipping him off to Amaranth.

Kendra Carter: Nathan's wife Kendra is Parahuman and a member of the same Paranormal Organization as her husband. She's a kind woman who is more lax than her husband. She genuinely loves her husband and son.

Dean Hunter: Jack's roommate. Scottish. Has a pet dragon called Filia who keeps marking her territory on Jack's stuff. Dean himself doesn't give a shit. Yeah, Dean's an asshole.

Ashley Terata: A second year student who was assigned as Jack and Jo's mentor in the Strolling Club. Believes in the sink or swim approach. Almost certainly a killer robot. Existential crises about the nature of the soul, free will and consciousness seem to have made her sulky and cranky.

Natalie Valeth: Jack's Chemistry lab partner. She keeps showing him up. He thinks she's creepily quiet, except when she opens her mouth to be a jerk. Jack doesn't care for her, and the feeling is probably mutual. She's also in Home Ec, and is supposedly not a terrible cook, and maybe even actually decent. After much begging, Jack convinced her to help him out with something and now owes her an unspecified big favor in the future.

Roscoe Danvers: Jack's Guitar teacher. Looks and acts pretty zany. Is surprisingly skilled at guitar-fu. Rumor has it that students who diss guitars within earshot of him disappear. Jack suspects he may be a serial killer who decapitates people with guitar strings. Jack also suspects that he may be Professor Landry in disguise. Jack's made a mental note to ask about guitar string serial killers at the Ansidor police station sometime.
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Unread 05-30-2013, 11:21 AM   #5
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Name: Shinchou Meguro
Race: Demon (Oni)
Class: Oni Delinquent/Scaredy-Cat Oni
Gender: Female
Age: 18
Aura: Pale Peach
Appearance: As a Japanese Ogre goes, Shin is on the small side. Alongside her classmates the 6'2" tall girl is rather well-built and more squared off than usual. Or rather, she was until she got her right arm chopped off. Still an intimidating figure, her onyx strands are less often in her preferred mohawk shape than before, whatever is left behind tends to hang a little past her shoulders. Depending on the personality, her true skin color will be a bright crimson or a cerulean blue with matching eyes. Framing her face are two large horns sprouting from her forehead and two modest tusks. Typically found wearing outfits comfortable for athletics.

Abilities:

Demonic Lightning Magic - Lightning magic, tainted by Shin's demonic nature and heritage. Wilder and more destructive, than pure lightning magic, spells drawn from this force are well suited for battle, but are not easily - or painlessly - applied to beneficent ends. Lacking a structured spell, Shin's control of this force is extremely limited.
  • Fear Aura - Drawing on both demonic and natural forces, Shin can strengthen her presence in the immediate vicinity and create a frightening aura with little effort. This aura instills fear and intimidates anyone who looks at the oni and lasts until dispelled. If caught off-guard, the sudden wave of demonic power will stun onlookers upon activation. Moderate strain.
  • Summon Club- A spell which allows Shin to summon and dismiss her kanabo in a flash of lightning. Normally stored in a small shrine in her room.

Shadow Technique - Oni are traditionally portrayed as brutes, but are also supposedly the original ninja - Shin's not so in-touch with this side of herself, but Chou is! She's a natural sneak and is an expert free-runner. She's not so good at the combat-side of being a ninja, alas.
  • Human Disguise - A simple illusion which can be used by both Shin and Chou, allowing them to as a normal human. Almost always active, this spell causes their horns and tusks to vanish and makes their skin a normal color. This disguise can be broken, especially under exhaustion, but has little strain associated with it.
  • Beneath Notice - A stealth technique that makes the user's shadow vanish, causing other's gazes to slide away from them, while making the user's steps both lighter and more surefooted - even on difficult terrain. them Middling magic and physical strain. Prevents the use of other magic while active.

Oni: Japanese Mountain Ogres by definition, Shin is part of an ancient race of Yokai that have been known to terrorize humans. Their lifespan is roughly twice that of human's and they age appropriately slower. Shinchou is carnivorous and can become ill if she eats too much 'rabbit food,' though vegetables are fine in small amounts. Muscle tone is easier for oni to develop and keep in addition to simply being stronger than humans and many other races. Their skin, hair and eyes are naturally bright in color, with darker and more intense hues viewed as more attractive. These colors seem to reflect personality, though it's not sure which is reflecting on the other. Oni will also show a variety of horn and tusk types, helping to identify their genetic line and region. All oni dislike the smell of sardines and find soy products repulsive. Shin specifically has a green tea phobia.
  • Strength Surge -Sending a surge of demonic energy into her muscles, Shin strengthens her body beyond normal means in order to outmaneuver or overpower her opponent. Highly versatile, but puts great strain on her body. The outer-limits of this ability are easily enough to demolish stone.
  • Demon Smith: Growing up Shin was instructed at the forge on the properties of the metals and the importance of being spiritually bonded with their craft. Though by no means a master, the training still influences her methods - and her grades. She puts extensive effort and care into each piece, as she believes it will charge the object with her energy. Recycled materials are more valuable than others, as they accumulate their energy over time.

Brute Strength- Fighting comes as naturally to an oni as breathing, their own style develops as they grow and mature. Shin's style is very brutal and full of cheap shots to the head and vitals, but will sometimes show a little more technique.

Dissociative Identity - The disorder is not entirely like DID in humans, having a visible physical effect on the oni. Shin or Chou alternate control over the body, though are still the same person. Just don't tell them that. Their abilities change slightly according to whichever personality is active.

Bio: An oni with a long list of Expulsions from various schools, the delinquent was placed in Amaranth as a forceful measure in an attempt to get her to behave. The carnivore has a new set of rules here and for once has been put in her place amongst potential food. The normally proud creature has been slightly skiddish as of late and seems to be recovering from the loss of limb.

Clubs: Out of the gates Shin found her strength and freedom in Mixed Martial Arts. Since the loss of limb she is recovering, but still attempting to train with a single hand. She also participates in metalworking with some assistance, uses Swimming to maintain herself and has been attempting to get into meditation. Chou prefers the Book Club, but due to her lack of screentime, she rarely gets to participate.
  • Love and Fightilogy (B)
  • Book Club (D)
  • Meditation (-) - Hasn't been graded yet.
  • Metalwork (A+)
  • Mixed Martial Arts (A)
  • Swimming (C)


Relationships:
Azure "Kit" Fabre - Shin's Kitsune friend and roommate. She hasn't treated him well in the past, but is coming around and making an effort now. DM controlled!

Teanne - Shin's other roommate. The one she is terrified of. May or may not be a robot princess. Uses Tea as her primary weapon. DM controlled!

Melissa Curphy - Metalworking Professor. Has taken quite a shine to Shin and her passion, as well as Chou's designs. Probably a more sane Professor than Landry

Sao - Shinchou's closest friend, one of the few shared by both personalities. The undine is a great healer and is part of the super secret No Dianas Allowed group Shin is in.

The Librarian - Chou is on decent terms with the receptionist that Shin ticked off. Not much communication going on, but it's notable that she doesn't drive the oni out of the library when Chou is active.

Deimos Whelan - Assigned partner in metalsmithing to assist the handicapped ogress. These two aren't particularly close at this moment.
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Last edited by Girasol of Chaos; 05-31-2013 at 05:54 PM.
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Unread 05-30-2013, 01:30 PM   #6
Zoological Uncertainty
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Name: Cassandra Hayden
Race: Human
Class: Blind Enchantress
Gender: Female
Age: 18
Aura: Spring Green
Appearance: 5'2'', average build, wavy pale blonde hair reaches halfway down her back, dusty blue eyes and Caucasian. Her clothing is nothing special, usually jeans and a blouse. Except she always mismatches colors or wears odd outfits based on what's comfortable and not on what looks good. She wears sunglasses over her eyes when she goes out and carries a white cane.

Abilities:
Sight Theft - Wanting what she can't have, Cassie developed the ability to transfer her sight with someone else's. This is limited solely to body functions related to eyesight, and the victim is cut off from sight. While active, Cassie and the victim can hear each other's surface thoughts. This spell requires direct, skin-on-skin physical contact to activate, and ends when that contact is broken or Cassie consciously turns it off. Headaches are a common side effect of this spell. Cassie can't control her body well while using this technique. Moderate mental strain while it's active. Cassie's ability.

Love Magic - Cassie's not a proud person. She is perfectly aware of her disability, and is willing to ask others for help. Or she's willing to inspire their generosity (or just getting them to drop their guard so she can steal their eyes), if they're having trouble bringing themselves to help the poor blind girl. Without a spell, Cassie can still manipulate Love in many, though weak, ways - provided she's close to her target. Her most common trick is to make her voice more attractive for the Choir Club.
  • Charm - A touch-based curse which charms the victim to make Cassie appear more attractive to them. Last for a reasonable length of time.
  • Alluring Aroma - Cassie can conjure an invisible strawberry-scented mist of love magic, making anyone who smells it think she's cute. The effects wear off eventurally after some time away from the scent. Minor mental strain while active.

Cat's Ears - Being blind, Cassie relies heavily on her hearing to get her bearings and, consequently, has a more acute sense of hearing than most - even without magic. With a simple spell though, Cassie can improve her hearing to decidedly supernatural levels, allowing her to locate objects easily and hear sounds from further away, though it does make her extremely sensitive to loud noises. Moderate mental strain.

Blind Fencing - As a former fencing champion, Cassie's father saw fit to train his daughter to fence with a saber, so she could be safe in the perfectly normal halls of Amaranth, using her modeshift to actually enable her to fight. Furthermore, he taught her an improvised style using her cane, in case a saber wasn't always handy.
  • True Strike - Magic gently guides Cassie's attacks, making sure she's not swinging at thin air. This is not enough to assure a hit if the target moves, but it ensures her attacks are actually heading the target's way. Mild mental strain.
  • Expected Pain - It is said to be written in the ancient law of the world that great power only comes at a great price. Equally ancient is the belief that, those who lose their sight gain the ability to see in a different way - into the future. For Cassie, this power is manifest only in battle. Whenever Cassie herself is directly imperiled by an attack, this spell activates immediately before it is launched and grants her instinctive knowledge of where it comes from and - roughly - what it is. Rather unfortunately, there's never enough time for her to do more than react. Minor mental strain - though in prolonged battles, that can be quite a problem.

Bio: Cassie was born premature, and suffers from Retinopathy of Prematurity, a severe case which resulted in her being completely blind. Cassie's parents, both members of the Witch's Guild, were somewhat overprotective of their daughter because of this. Her mother, a school teacher, got jobs at Cassie's schools so she could keep an eye on her daughter. Though Cassie understood their concern, she harbored some resentment and wished she could see. Still, her parents didn't keep her sheltered, and Cassie led as full a life as she could.

Her parents awakened her at thirteen, hoping it would make her life a little better. They trained her for years, partly out of overprotectiveness, so she could go to Amaranth. Though Cassie's parents didn't stop her from going to public school and having a social life, her parents still worried about her magic and how she handled her blindness. Though Cassie loves them, she rebelled by against both her parents and her condition by fully embracing her social life.

Unbeknownst to her parents, Cassie became more and more obsessed with sight as she grew up, and developed a fairly active sex life with ulterior motives, telling her parents she was sleeping over with friends. After her partners fell asleep, she would borrow their sight and just stare through their eyes all night. Most of them wouldn't hook up with her again, due to weird dreams that creeped them out. Cassie finally enrolled in Amaranth when she turned eighteen.

Clubs: Choir, Fencing, Meditation, Veterinary

Relationships:
Timothy Hayden - Cassie's father, a member of the Witch's Guild, who works as a real estate agent, and was a fencing champion in his youth. He still sees his daughter as a helpless little girl, much to her chagrin, though he tries to avoid that sort of thinking and let her take care of herself. Specializes in physical reinforcement - he taught Cassie to fence.

Jennie Hayden - Cassie's mother, also a member of the Witch's Guild. She's a school teacher, and would take jobs at Cassie's schools, teaching Cassie's classes if she could, to keep an eye on her daughter. She shares her husband's views about Cassie. Surprisingly progressive in her magic practices - she uses contemporary Witchcraft, which is nearly identical to Wizardry.

Evelyn Hayden - Cassie's Awakened grandmother, appears to be a kindly old woman, but is rather creepy and eccentric.

Nate Adams - one of Cassie's friends, who attends his first year at Amaranth. A younger boy who has a hopeless crush on her. Cassie's aware, but doesn't return his affections and simply considers him a friend. He's a Black, and is in Fencing Club with her. He's something of a child prodigy, being younger than the usual admittance age in Amaranth and having good marks in all his classes.

Penelope Lega - Sean's girlfriend and Cassie's roommate. 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, Cassie or herself, she is a siren and a rare example of an unawakened demon.

Matthew Sawyer - Another first-year student, one of the best students in Fencing Club, and kind of a jerk. He has no problem teasing blind girls, but Cassie doesn't really care about him.

"Bob" - Issued by the school to help Cassie with her school activities, to help her keep up with the other students. Cassie doesn't know his real name, so she calls him Bob. Bob might be a different person every day, but each one sounds exactly the same.
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Unread 05-30-2013, 07:17 PM   #7
Teal Mage
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Quote:
Originally Posted by Aldurin View Post
Usually what? Encourage or discourage?
Permit. The Guilds permit families to Awaken their children - particularly if they do so with the intent of passing on their traditions to the next generation. However, the Guild still requires that these children be tested, to ensure they're responsible enough to possess magic. Amaranth is one of the possible testing grounds.

That said, Awakening your children actually puts them in danger:

Will Bite Your Face Off: When the sun sets and darkness falls, things start to appear. Shadowy, misshapen and obviously inhuman, these demons - called Hunters - appear from nowhere, and seek out the Awakened with single-minded obsession - and try to eat them. Special wards are known to halt them, but the only sure way to deal with one of these...creatures is to kill them - or wait for night to end. Whatever these creatures are, they're far from weak. They also never attack a Sleeper - unless they happen to interfere with an ongoing attack on one of the Awakened.

Understandably, some families hesitate to Awaken their children. Also, even without Hunters, magic isn't totally safe. But, the guild would officially still like all Magic-users to transmit the knowledge of their magic to at least one other person - they just don't press too hard on this front.

Quote:
Originally Posted by Arhra View Post
Soul of Winter: To escape a curse, become something it can have no hold over. Jo reinforces her basic nature, momentarily becoming a thing of deadly cold and ancient darkness, winter's desolate purity scouring away foreign magic affecting her.
I'd like to see Jo's eyes to turn totally black or white, as a side-effect of this power. Should also be noted that this ability has applications beyond anti-curse - attempting to read Jo's mind while she's using this power, for instance, would be an incredibly painful experience. Her presence will also change noticeably when she invokes this power - she does become a being of deadly cold, ancient darkness and desolate purity, after all.

Anyway, I think I need some bios for Ashley and Jes. They're both in this tournament arc. So! We'll need to get their powers figured out. Claire's a Sleeper, so she doesn't really need more elaboration, but she's also slated to appear. Might be worth taking a look at her too, though.

Jack's fine.

Quote:
Originally Posted by Girasol of Chaos View Post
Brute Strength- Fighting comes as naturally to an oni as breathing, their own style develops as they grow and mature. Shin's style is very brutal and full of cheap shots to the head and vitals, but will sometimes show a little more technique.
This is more of an Ability than a Technique.

Otherwise, fine.

Quote:
Originally Posted by Zoological Uncertainty View Post
Love Magic - Cassie's not a proud person. She is perfectly aware of her disability, and is willing to ask others for help. Or she's willing to inspire their generosity (or just getting them to drop their guard so she can steal their eyes), if they're having trouble bringing themselves to help the poor blind girl. Without a spell, Cassie can still manipulate Love in many, though weak, ways - provided she's close to her target. Her most common trick is to make her voice more attractive for the Choir Club.
After watching Cassie in action, I'm positive this power should have shifted to Lust magic by now. There's nothing pure or innocent in how she applies her Love magic, after all. Main change to the Ability itself is that it won't work well in Choir Club - she can make her voice more seductive, but that's not likely to directly correlate to better grades. Technique-wise, Charm also has the side-effect of turning the victim on. Alluring Aroma makes her appear sexy or hot to the victim, rather than cute.

Otherwise, she's approved.

Edit: Removed some stuff.
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Last edited by Teal Mage; 06-01-2013 at 05:11 PM. Reason: Let's not complicate this more, Teal.
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Unread 05-30-2013, 08:58 PM   #8
Bard The 5th LW
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Sean Castevet

Race: Half Demon (Part Yuki-Onna)
Class: Demonic Cryokinetic
Gender: Male
Age: 18
Aura: An angry crimson

Appearance: There are two things that will stick out to people looking at Sean: that he works out and that he is very pale. Averaging a bit above 6 feet tall and with a heavy frame and broad shoulders, Sean is very athletic and well-built. His skin is as white as snow and his black hair is cropped short. In spite of his imposing stature, Sean generally gives off a polite and approachable appearance, usually dressed in semi-formal attire such as a collared shirt or slacks unless he’s engaged in some sort of physical activity. He is of mixed race, his father being white and his mother Japanese. His facial features are mostly rather smooth and rounded, with few blemishes, which help add to his disarming demeanor.

Abilities:
Yokai Physiology - These are powers Sean learns directly through his inhuman blood and parentage. The Yuki Onna is a violent and powerful figure of Japanese folklore. Having died in the cold, ice and snow have nothing left to harm her with. To a degree Sean has inheirited this resistance to the cold, and his body temperature does seem a few degrees short of a healthy individual. However, Sean is also repelled by some of his mother's weaknesses as well. He is vulnerable to heat and sunlight, staying away from fires and often found indoors on a hot summer day. Items that repel the undead can pose problems as well at times, but not to the extent that they would have on an actual ghost.
  • Ice Blood – Sean’s body heals from minor wounds and shallow cuts with surprising speed. Deeper wounds or more serious injuries take longer to fully heal, but still cease bleeding quickly and rarely scar. Diseases, infections, and curses are quickly frozen and killed when they enter Sean’s body. Lost limbs do not regenerate. Normally, the drain is minimal, though particularly significant wounds, diseases or curses will exact a toll on his energy.

Demonic Ice Magic - The ability to manipulate temperature and generate ice, snow and cold. Limited and slow without a more structured spell to draw on. Sean's Ice magic carries his mother's demonic taint - death dominates - predisposing his magic toward the killing-aspects of ice and winter.

[
  • I]Blizzard [/I]– a pulse of demonic power surges around a focal point – usually Sean’s hand - and jagged shards of ice and a cloud of snow begin to form. Onc ready, Sean can make this maelstrom of ice and snow rocket towards a target of his choosing in a shotgun-like blast, cutting them apart and knocking them off their feet. Power and size of the blast can be altered with a little focus. Normal form exerts high physical and mental strain.
  • Snow Woman’s Ire – Drawing further from his demonic heritage, Sean can inflict a curse on a target with a glance. Those who are affected usually feel an initial rush of cold, as though they have been coated in ice, that leaves them stunned for a few precious moments. After the first few seconds though, the sense of being frozen dissipates, and the victim is left with a lingering chill that can harm their finer motor skills.
  • Cold Trail – A spell which invests a person or object with ice-elemental demonic magic, slightly lowering its temperature. Once the applied, Sean becomes able to track the target through a psychic link. More than one may be active at once. Minor mental strain, which builds over time. Multiple applications of this spell may be active at once.

Time in the Penalty Box! - Don't be mislead by his disarming demeanor - Sean is no stranger to fights or violence. Be it a particularly rough hockey game or a fight/spar with his cousin Nick, Sean can handle himself in a fight.
  • Athletic Intensity - Magic courses through Sean's being as he activates this spell, greatly enhancing his physical and athletic ability. Anger radiates from him, washing over those who are within his proximity. Renders him incapable of using other spells and carries a high physical strain the longer it remains in use.

"Be Prepared" - An active guy, Sean enjoys the outdoors quite a bit. Hiking, Camping, and other such excursions all catch his interest. He has many skills in this regard, pathfinding, tracking, identifying certain types of wildlife, etc. Furthermore, with some basic Druidic training from his father, Sean has a knack for fairly simple yet broad manipulation of nature to assist his survival skills.

Bio: Born in Japan and raised in Ontario, Sean’s a seemingly normal – perhaps even boring- young man with a moderate circle of friends who enjoys hockey, archery, and the outdoors (also he pretends to like books to impress a girl he likes). Appearances are always deceiving though, and Sean comes from a notably large family of magic users, his father and stepmother being researchers and agents for the Department – a Canadian government agency that investigates and finds practical uses for magical phenomena.

While Sean’s father Paul is a druid, his mother is a Japanese snow spirit known as the Yuki Onna (who apparently is known to some as Oyuki). She and Sean’s father met while Paul was working in Japan some 20 something years ago. The circumstance of their relationship and break-up are shrouded in quite a bit of mystery, and Paul is quite reluctant to give details about their time together, even Sean knows exceedingly little his mother, having only seen her picture and hearing her name a scant few times – possibly without his father’s knowledge. Sean lived in Japan for only two years of his infancy, and was raised in his father’s home country of Canada.

He has put up with his father’s reluctance for many years now, and he hasn’t sought out his mother’s identity on his own because he wants to know that his father trusts him with the information. However, Sean is 18 now, and being at Amaranth is likely fostering stronger feelings of independence. Sean Castevet may very well lose patience with his father, assuming he even survives long enough in Landry’s classroom to reach that point.

Clubs: A guy who likes sports and the outdoors, Sean is most commonly found with the Hockey Team or the Wilderness Club. While his reading habits are admittedly modest, he joined Amaranth's earlier in the year as an excuse to hang around his girlfriend Penelope. He also seems to enjoy target shooting, as he devotes some time to the archery club (albeit with a rifle and not a bow).

Love and Fightilogy (C-)
Archery Club (C+)
Book Club (D+)
Hockey Club (B+)
Wilderness Club (B+)


Relations
Nicholas Bell - Sean's cousin of roughly the same age, Nick is also a student at Amaranth. The two are surprisingly close to one another, and had a bit of a rivalry while growing up (much like Sean's father and Nick's mother once did). This rivalry does still persist to some extent, but Nick seems more eager to pursue it than Sean most of the time. Very much a contrast to Sean, Nick is athletic but thin and wiry - more acrobatic than Sean. His dark brown hair is usually a mess, his clothes are faded and often wrinkled, and his eyes a wild orange. He has inheirited rather potent pyrokinetic abilities from his mother, and he takes a lot of pride in his skills, many of which are self taught.

Penelope Lega - Sean's girlfriend, a pretty girl with thick blonde hair and wide blue eyes whom he met during the first few weeks of orientation. Penelope often comes off as a bit of an airhead, and thats probably because she sort of is one. Sean is rather obviously smitten with her, and joined the book club as an excuse to spend more time with her. Despite her tendency to ignore her surroundings, she is very talented in the realm of music, being a great singer and a decent harpsit. Unknown to both herself and Sean, Penelope is an unawakened Siren, a rarity amongst magical beings. Also, Nick doesn't seem to like her much at all.

Johanna Imirsdotter - A Jotun who is also Sean's roommate. The only thing they seem to share is a fondness for cold, and they were likely paired up to save on air conditioning costs. Sean seems to be very impatient towards her shenanigans at times, but he doesn't really hate her. He just hates some of the things she does.
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Unread 05-31-2013, 05:32 PM   #9
SinrXIII
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Name: Kohana Akecheta
Race: Demon
Class: Wolf God Wannabe
Age: 18
Gender: Male
Aura: Dusty Forest Green

Appearance: 5'10" tall, with straight black hair that falls to the middle of his back. Black, fur-covered wolf's ears top his head, and are normally hidden under a black and white patterned bandana which keeps his hair out of his amber eyes. His skin is deeply tanned and gives him away as a member of a Native tribe; this is made painfully obvious by his habitual removal of shirts, should he even be wearing one. He always wears a pair of loose cloth pants, dyed black and covered in white patterns similar to those found on his bandana. These same patterns are tattooed on his back and arms. Around his waist is usually seen a very fuzzy black belt; though lately he's taken to simply stuffing his tail into his pants. His feet are usually left uncovered as well; if he owns a pair of shoes, nobody else knows about them.

Abilities:
Alpha Hunter: Kohana's village relied on a group of hunters to provide meat and skins; this has not changed much over the years. As the Wolf's chosen, Kohana was eligible to lead the hunting party from an early age. A seasoned tracker and survivor on the plains and in the forests, Koh learned very quickly to keep tabs on those he deemed pack-worthy, and is capable of tracking such people by magically attuned senses. Only affects people Kohana actually likes. Current pack-mates are Adeline, Diana, Hie, Landry, Sao, Sean, Shin, Sieg, Twitch

Hunter's Step:Koh grew up in heavily wooded areas, and continues to visit the woods near the Amaranth Institue. He's developed a method of moving through the woods quickly and quietly, making him both fast and difficult to see while in wooded areas.


Armsman: Koh is proficient in all of the weapons of his people, as is expected of the Guardian of his village. Knives, shields, javelins, and the bow and arrow rest comfortably in his hands, but his twin tomahawks are his pride and joy. He is a master-class fighter when using them, and generally attempts to adapt them to whichever style of combat he's studying.

Summon Axes: Koh has enchanted his axes so that he can summon and dismiss them at will, for a minimal mana cost per summon/dismissal.
Deflection: Koh's axes, now magically enhanced, can be used to parry and deflect most spells.


Brawler: Koh can throw a punch when unarmed, and is pretty scrappy when he needs to be. His work in Caporeia has really only enhanced this; he now fights in a stylized form of caporeia that mimics the movements taught by his instructor with some of his own flair. Has grasped the basic forms of caporeia, and is slowly adding his own axe-based fighting style into them.

Strong Legs: Koh is a powerful kicker, and has enjoyed being one for many years. His time training in caporeia has enhanced this, giving him the ability to boost the power of his kicks much higher; high enough to break walls, and shatter bones.


Spirit Conduit: Koh can open himself to the spirits around him, making minor powers and abilities his own while using templates to bring more powerful spells to bear. As a basic ability, it also only affects that particular spirit's domain; channeling Sao's power would only allow Kohana manipulation of the Amaranth waters, not water in general.

Materialize: Kohana can, via touch, put a spell on spirits that gives them - or rather, forces them into - a physical form for a short time. Previously this has been used to exorcise spirits from inanimate objects, and theoretically can work on Artificial Intelligence; though you would have a fun time explaining what that means to Kohana.
Spirit Sense: To Kohana, each spirit exudes a particular scent, one separate from humans. The presence of nearby spirits also makes Koh's ears and tail bristle.
Wolf Boost: The spirit of his people's Wolf God resides inside of Kohana, granting him the ability to enhance spirits and overcharge their powers when channeled through Kohana's body. Doesn't affect spells that originate from the Wolf.


Upheaval: While the Wolf God is a creation deity for Koh's people, Kohana himself can't make things out of thin air and dreams. He can, however, manipulate the Earth his patron created; sand, rocks, dust, minerals - the forces of the Earth are at his fingertips. Can be combined with other elemental manipulations drawn through Spirit Conduit for impressive Nature spells. Cannot be enhanced by Wolf Boost.

Bio: A young man from a remote Native village in the U.S., Kohana Akecheta took up the mantle of Wolf Shaman at a young age; likely because his mother, the previous Wolf Shaman, died giving birth to the boy. At only a few years old, he was deemed (apparently) worthy, and suddenly found himself learning to be the next Wolf Shaman. This change, naturally, made Kohana something of a jerk to be around; after all, if you grew up with a God inside you, the power would go to your head too. He was eventually sent (forced) to Amaranth as a means of both getting his feet wet in the real world and cool his heels, and as a chance for everyone in his village to breathe easy for a little while.

After the nightmare about the Field of Honor, and Koh's utter conviction that these events actually transpired, he has done just that; training has taken the forefront of his thoughts, and he is determined to become an exemplary Wolf Shaman.

Classes:

Love and Fightiology (A+)
Archery (B-)
Birdwatching (A+)
Caporeia (B+)
Soccer (C)


Relationships:
Sieglind Tressel - A young violet eyed boy who Kohana met three years ago, and was caught up in the incident concerning the rogue Magic-User. Sieglind is Katherine Tressel's younger, much quieter, brother, an extremely talented Shaman in his own right, and questionably human. Currently, he attends Amaranth, and has Kohana sharing (what should be) his single occupancy dorm. He seems to look up to Kohana - who (out of concern?) has bonded him using their blood.

Katherine Tressel - Sieg’s, equally violet eyed, over protective, and much racist sister. Like Sieglind, Katherine met Kohana at the outset of the incident three years ago, back when she still owned a bar. Now, she's the CEO of her (deceased) parent's weapon's company, and works part-time on the Amaranth Campus, instructing students in the use of fire arms. She also dabbles in Wizardry.

Wanagi Wiyohiyanpa - A Shaman from Kohana's home, and the first member of Kohana's tribe to attend or work at the Amaranth Institute for the Gifted. Like most of Kohana's associates, he was involved in the incident three years ago. He currently runs the birdwatching club, and periodically mentors Kohana, Sieglind and Hie in the Shamanic Arts. He’s usually found on the roof of a school building, though its not clear if he's awake, or just staring at the sky. Kohana created a bond with him, using their blood, before he left the reservation a year ago.

Hie Mica - Kohana’s cousin (not by blood) and fellow Spirit Vessel. Perhaps as a result of the spirit possessing her, the Trickster God Coyote, Hie delights in tricking and frustrating people, but has little patience for long hours of study. As a result, she takes her Shaman training even less seriously than Kohana, and to date, has only learned abilities to frustrate and compete with her cousin. Even so, she has proven to be a capable magic-user, and participated in the incident three years ago. She enrolled herself in Amaranth (perhaps against the elder's wishes) so she could stay close to her main source of entertainment, Kohana.

Last edited by SinrXIII; 05-31-2013 at 05:39 PM.
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Unread 05-31-2013, 09:35 PM   #10
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