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Greenteeth
02-19-2010, 06:29 AM
http://i219.photobucket.com/albums/cc144/IxionOfLykos/Signatures/banner1green.png (http://role-player.net/forum/showthread.php?t=2931)
The IC (http://role-player.net/forum/showthread.php?t=2931)


Modern Schism: We are the victims of vengeance.



"To every fault of our own, no matter what others say, these monsters lurked once more..."

Way back when there were the lore-folk, strong and powerful magical creatures feared by the hunters. The hunters had longer life spans than their mundane counter-parts, lasting an entire era at the most or a few centuries by average, and held great, mysterious powers that mortals labeled. The hunters took these names in good nature, applying them to their ranks as Classes. Practices and teachings were strict, knowledge and power passed through the family at an early age, traditionally from mother to daughter and father to son, the severity of their job enforced for as long as myths plagued the human race. These long heritages of hunters were all over the world, though they centered on Europe, where there were heavier population densities, and thus where the mortal population needed more protecting. So, the hunters hunted those that lurked in the night with a vigor one rarely ever saw a certain group of people move with.

However, at the end of the 1300's, the diminishing population of the bumps in the night was so low the hunters could root not even those left out. This was, as the great-grandparents said, when beasts had been laid to Rest. Centuries, for as long as anyone could remember, hunters were suddenly out of work. Vampires and lycanthrope, kelpies and Valkyries; all of those of literature and great rumor were completely extinct. Only those of the more local lore, the nøkken of Scandinavian folk religion and the Ceffyl Dŵr of Welsh tales, even the bean nighe from the Celts managed to hide themselves. For four centuries, these creatures stayed beneath the sight of hunters, as the once powerful magi turned to the new world of science and buried their heads from that which that had once been so keen to look for. So, through the lengthy generations, did those who had once been prey harvest their powers and their numbers, patient as they, too, had a nearly endless span of life. The Tuatha Dé Danann, the Knuckers, the Rhine maidens, all those creatures of night become so horrendously patient, waiting for the right opportunity to strike.

And they found it during the fourth century past, the days of now. Deaths suddenly plagued the sons and daughters of hunters, killing only them with -at first- common, everyday means. They grew more supernatural with time, eventually killing an elder hunter, causing a wide spread of panic within the sons and daughters. Many were killed, until Ghent Riom -one of the sons in the fourth generation- addressed the parents, and caused an up-haul of the way current hunters were being taught. For nearly a decade the sons and daughters stopped fighting, turning to their books and the ancient knowledge written down by ancestors and generations of hunters within their family. However, as they all found out within the text, they were too old to learn magic. One must be taught it in the hunter's youth, given the creativity and inspiration magic requires; the energy and vital spirit one must take to tame it. So they turned to the young, newest generation, and created the initiates, groups who were not 'youthful' to the mundane, yet only children for their life spans. Slowly, the hunters began trying to reclaim the glory long past them, showing the initiates not only how to harness magical power, yet to be completely deadly in modern weapons as well.


"...We were those who hunted the foul beasts. Back then, we were the cold and merciless to their kind, until that kind grew weak and we grew bored."

Hunter is a title carried through a lineage of several, specific families, one of the oldest, most famous being the Van Helsings. The lineage of Riom is a new one, but is already one of the most spoken of families within the hunter community. When one refers to hunters, the title is lowercased, as though calling that group of people by their profession. After all, one does not capitalize teacher or laborer, do they? When attached as a prefix to a name, the title is then a social status, and uppercased, but the same way princess or duke would be. So, Hunter Sara, as opposed to "that girl Sara is a hunter." Hunter is a title that applies to everyone within the immediate family, the mother, father, son or daughter, and passed from one generation to another to ensure that hunters never die. Everyone, no matter whether they do or do not practice or learn the skills of being a hunter, is considered one as long as they are within that immediate family.

Hunters are humans with paranormal abilities that label them as sorcerers, witches, wizards, necromancers, etc. They all have extended lives compared to their mundane counter-parts, though they are not immortal. They were blessed by their ancestors with the gift of a conceivably weak perception of time, so that the long years did not make them psychotic. Hunters pass down their knowledge in a coming-of-age ceremony, traditionally from mother to daughter and father to son, though exceptions have been more commonplace in the modern era. In this ceremony, knowledge is passed down through the handing over of the Book of Shadows, and their power through heirlooms. Heirlooms are items of magical power; staffs, daggers, other items of fighting, but also accessories, artifacts or suits of armor. This used to be when hunters would begin their training, would rigorously study and train to go and fulfill their namesake. Nowadays, it is merely a tradition done for the sake of their ancestors, and to keep sentimental values among the younger generations, to remember the glory of what hunters had once been.

There are, so far, three "eras" of hunters; the prehistoric, the Renaissance and the modern. Not much known is known about the prehistoric era of hunters, as nothing was written down. But they were those who perfected the art of hunting, who experimented and lost the most lives to the kind who lurked the night. Those unknown generations passed their wealth of growing knowledge onto the Renaissance of hunters, a term used as these hunters not only refined the styles of hunting, but recorded them and set up the community. The hunter's community was not a physical place or anything one can see, but it was rather a rigorous system of communication. A web of names and contacts essential that a hunter would have to use if their own information was insufficient or they had to spread a message among the hunters. These hunters were concentrated in larger towns, hunting things that endangered the masses, meaning that more common and stronger things became vanquished quickly.

In the later time of the Renaissance hunters, the Rest began, when those lore-folk were so low in number and strength that they hid themselves, making the hunters believe that they had virtually exterminated those of the night. Here the beginning of urbanization of the hunters began transitioning peacefully into the third era and it was also here where hunters began getting more civil jobs, in offices or security most commonly, though a few became doctors or other such jobs where their magical abilities came easily into modern-day life. The movement between the Renaissance and the modern hunters was so smooth that no one is able to pinpoint the end of one and the beginning of another. This is almost for the best, as it brought a time for peace and prosperity for the hunters, a new time that redefined the lives of those who had once lived in war and secrecy. Also, records were meticulously kept, generations actually given names, terms that were often coined for when referring to a group of hunters.

The community has refined its ways as well, now that there are ways to keep track of everyone, wherever they are. There is even an eMailing list for them, to keep all the families updated, though actual lists of families are generally kept by the churches, or by one's company should a hunter not have a religion. It does particularly help when fighting night-folk, though since the Rest began the newer generations have begun losing their faith more and more, for without evil there seems to be no distinguishable good. Almost none in the modern era read their Book of Shadows, or use their heirlooms, instead keeping the ceremonial items upon shelves, gathering dust and becoming weak. A few have tried to read the pages, but without an honest dedication it has been concluded near impossible to read the Book of Shadows. So people continue their modern life, going to work and coming home, only to go to work yet again, falling into the regular routine only humans had once faced.

When the night-folk showed signs of life, however, slaughter thousands of the hunters, the community was startled to say the least. Some families tried to face the Folk with what little knowledge and skill they had, becoming decimated. That was, until Ghent Riom purposed that instead of blindly fighting, why should they not turn to how their ancestors had done it? The surviving hunters, a meager couple hundred, poured themselves of the Book of Shadows for ten years. These extensive collections of how to kill mythological figures also explained how to control the hunter's natural paranormal abilities. Yet, the older generation could not use it, and so they turned to the younger generation. The initiates, as they were named, were within their teens or twenties... so young. And for ten years and ten days, they too were taught all that had been learned by their parents. With sudden, great knowledge not only in their magical skills, yet in weapons and battle, the initiates were turned loose as their last defense.



"The night-folk had always been a dream, an enemy of long past, who gave way to mortgages and taxes."

There are many names for the hunted; monsters, spawn, demons, creatures, Others...The most acceptable names are Folk or lore-folk, though night-folk is the most commonly used. They are the creatures that go bump in the night, and in the day. Night does not just mean when the sun falls, instead it reflects the "darker" nature of conscience creatures, a sort of personification of evil. They're considered monsters, boogeymen who not only hide under your bed at night, but behind the door in the afternoon, things which can lay low for centuries, disguising themselves. The older generations of hunters acknowledged how dangerous they were, how crafty and cunning those awful things truly could be. But because of a largely accepted mistake, they were forgotten. Seemingly to fade into what the mass population accepted them to be, horrible dream.

Back in the Renaissance of hunting, the night-folk were hounded to a brink of extension, a great feat for all those who lost their lives trying. They teetered between being truly forgotten or simply a bad nightmare; because these things played their hand so cunningly, they were able to slide beneath the spectrum of sight and eluded the hunters of old. The Hunters fell into disuse, but the night-folk kept themselves strong, keeping to their old practices, teaching the next generations what we forgot. Those monsters bred behind our back, like roaches under a rock, feeding off the natural terror and chaos humans could create. And now they come crawling out, those that managed to survive. The local horrors that had fled have now congregated, forming a form of twisted alliance, making them-selves stronger.

Night-folk may disguise themselves as human, but they are in no way remotely close. They lack morals and a conscience; they are perhaps the worst personifications of evil. Any sympathy for them means death, and while they may act like there is a heart within the beast, one is better off knowing they have none. Night-folk have bred from the pure races they once were, now created a strange hybrid of twisted creature. There is no name for them, no way to describe the monstrosities creature to simply survive. They have supernatural powers, yes, and are super-human in physical prowess, yet it is our adaptability and variety that is our saving grace. For while they are greater in everything, have attacked us while we were blind and began to hunt the very hunters, humankind is always known for being resourceful.


"Our ancestors had done it, we could do it again."

(Male/Female)

Alchemist: Crafty and knowing scientists, the Alchemist is, using their cunning of matter and magic to create anything from simple potions to living, soulless creatures. They're masters of knowledge, the keepers of all the lost Books of Shadow and creators of the great heirlooms. These are the hunters who specialized in research and methods of how to kill the night-folk, the ultimate sages in the fight. From inscribing magical circles and imbuing bizarre combinations of items may an Alchemist create a potion to capture sunlight, or to create an acid that would only harm foe. Perhaps the hunter specializes in turning one thing into another, so long as they have similar properties. The Alchemists of transmutation may make ash back into a fire, or a broken bicycle into a long sword. Yet the most powerful skill of theirs is to create false life, combining potion making and transmutation for those who may construct the Chimera, the feared, soulless monster that resembles only a shell of life.
The Alchemist's skills are over the areas of potions, transmutations and chimeras.
Played by: Incubus Folly

Enchanter/Enchantress: Shrewd exploiters of emotions and memory, a skillful Enchanter may bend a person’s will or very thought to their own whim. Perhaps the most under-estimated sort of hunter, a crafty Enchanter may hear your every thought, and use it against you, manipulating your weakness. S/he may turn your friends into your enemies, can twist their nightmares into true realities. They can even erase your very memories. These crafty hunters are experts in the knowledge of one's mind, though some have speculated at what cost. Beware that which seems weakest.
The Enchanter's skills are over the areas of memory, emotion and thought.
Played by: Quantumlegacy
Played by: Incubus Folly

Necromancer/Necromancess: A class that many see as evil, it is actually perhaps the one who could be saving your life. Necromancers command not only death, but also blood and life itself. There are two halves to the coin that is these invokers, for while they can bring the dead to animation, they may also heal a person with their blood magic, or draw life-energy from the blood of a foe and place it into an ally. These types of hunters can cut life short, like Closso shearing the threads of one’s life, stopping it abruptly, and placing the remaining length upon another person, extending their life.
The Necromancer's skills are over the areas of death, life and blood.
Played by: Yamimoon

Shaman: The first class of hunters, Shamans date back to the beginnings of human history, natural conducts between mortal life and the spiritual realm. These sorts not only can talk to the souls of the past, but also the present, able to see past skin and into the very core of a person. As if this is not eerie enough, Shamans may see the future through divination or dreams, may look at a rock and know what mountain it had once come from. This class also may communicate to animals and the natural world, to ask for their aid in battle or to learn the secrets that they withhold. This class can command their power most fluidly, though their tactics are perhaps the weakest in battle.
The Shaman's skills are over the areas of spirits, divination and nature.
Played by: Anne Bonny

Sorcerer/Sorceress: A strange mix between shamans and necromancers, and a foe as worthy as the Wizard, yet much more defensive than their elemental counter-part. Most commonly, this class is the field medic of the hunters, able to heal with blood and by manipulating the body’s natural regeneration skills. They may communicate with spirits in living bodies and may astral project. Sorcerers generally have natural skills, though undefined, and with work are able to help others grow lost limbs, even. They cannot heal themselves. Perhaps one of the strangest skills of a Sorcerer is that they are natural warehouses of energy, owning much more than the typical hunter. Because of this, they may give others that they don't use, imbuing other people and items with it.
The Sorcerer's skills are over the areas of spirits, blood and energy.
Played by: Arterial

Witcher/Witch: The most controversial of all classes, the Witch controls and evokes demonic powers for their control. This sort of magic is not only used by hunters, by night-folk alike, said to come from a horrific affair between a succubus and a predator. They see even the most hidden of lore-folk should they truly try, and may hold all dark and occult things, as well as use them. Witches are the most hated of classes, yet perhaps the most useful when tracking and assessing the powers of night-folk left. A Witch can naturally understand and speak the tongue of the Folk, as well as telepathically link to them. They are generally defensive, sometimes even able to convince weaker Folk to fight for them.
The Witch's skills are over the areas of occult items, Folk control and Folk skills.
Played by: Greenteeth

Wizard/Wizardess: Powerful adversaries adept both in defensive and offensive magic, able to manipulate and conduct weather and the elements. The second oldest powers granted to the hunters, and the hardest to control in great amounts. Used with moderation and cunning, Wizards are nearly impossible to defeat. They may create a shield of earth for protection, or a wall of fire to incinerate foes just as quickly as changing a cold breeze into springtime sun. It was said that back at the dawn of hunters, this class could control time itself, yet they do no more. Wizards often must use an heirloom of power to conduct their energy, as it is wild and very broad.
The Wizard's skills are over the areas of weather, fire, water, earth and air.
Played by: Salem
Played by: Quantumlegacy

And here's the nitty-gritty:


Rules:
o1. Listen to RPA's rules. Being in this RP doesn't mean you can defy them.
o2. Listen to me. I am GM, and know this RP better than you do. If I say something doesn't fit, then it doesn't.
o3. Use common sense. Don't go rushing into a hoard and expect to live.
o4. Don't kill other people's characters without permission! Though, do expect your character to at least have a near-death experience.
o5. Please have proper interaction. I don't expect any hunters to sympathize with a Folk, just as I don't expect them to sympathize with a Witch.
o6. Fill out the character sheet completely. You can post it here, or PM it to me. One character per post, though multiple characters per player.
o7. This is a fast, action-y RP. If you're going to be gone, make a notification. You have two weeks to respond before I label you inactive; and one week after that before your character is killed.
o8. There should only be one character per class, except for the Wizards and Enchanters who there will be allowed two of. Unless your profile is absolutely refreshing and we couldn't do without it, there will be no exceptions.
o9. Don't make your character all-powerful! They have no real field experience, so expect them to get their ass kicked for a while. This RP is centered on growth as well as action.
1o. For characters (such as an Enchanter) who have abilities to control other people don't do this on PCs. Or, if you do, ask first. I will absolutely not tolerate it.
11. Multiple characters are allowed if you show me you're able to handle it. If I feel you can't, I will kill off the character of a player's choice.
12. Post at least three paragraphs per response. If there's not much to say, then don't say anything! When fighting, I will look for how neatly described your actions are to determine if they hit a target. Also, wait at least two replies before you respond again.
13. No playing night-folk. Period.
14. Have fun. This is a game.


Profile skeleton:

Name:
Age:
Gender:
Appearance:
Personality:
History:
Class:
Skills:
Weapon:
Technique:


Profile Walk-through
Name: First and last.
Age: Thirties or forties. This is their actual life-span age. Though they may appear younger, or they may appear this age as well. Remember; hunters live for centuries, so they might age slower if you wish.
Gender: Male, female... both?
Appearance: A picture and a paragraph, or two paragraphs without an image at least.
Personality: One or more paragraphs.
History: They are infants to the hunter's lifespan, yet surely they did something before the night-folk came? What happened when the Awakening started? What was it like, being taught for ten years and ten days in magic and melee? What do they plan to do now? Three or more paragraphs.
Class: Alchemist, enchanter, necromancer, shaman, sorcerer, witch or wizard?
Skills: What are your strengths and weaknesses within your class? What does it feel like to use your magic, and how do you utilize it in battle? Do you even use it in battle? One paragraph or more.
Weapon: Up to four. Name and description of each.
Technique: Are you defensive or offensive? Do you like to strike quick, or draw out a battle? How does it feel? An adrenaline rush or is it scary? One paragraph or more.


Character list:
o1. Greenteeth as "Kaleb Atticus" (http://role-player.net/forum/showpost.php?p=147806&postcount=2)
o2. Incubus Folly as "Aspidiske "Roam" Celiqirad" (http://role-player.net/forum/showpost.php?p=147852&postcount=3)
o3. Salem as "Charles "Salem" Blackstone" (http://role-player.net/forum/showpost.php?p=148190&postcount=10)
o4. Quantumlegacy as "William "Will" Meyver" (http://role-player.net/forum/showpost.php?p=149328&postcount=29)
o5. Quantumlegacy as "Randolph "Randy" Meyver" (http://role-player.net/forum/showpost.php?p=149328&postcount=29)
o6. Yamimoon as "Skyler Foust" (http://role-player.net/forum/showpost.php?p=149457&postcount=34)
o7. Anne Bonny as "Selene Kent" (http://role-player.net/forum/showpost.php?p=149834&postcount=38)
o8. Arterial as "Argentus "Argent" Cain" (http://role-player.net/forum/showpost.php?p=151215&postcount=43)
o9. Incubus Folly as "Guestal Le Fay" (http://role-player.net/forum/showpost.php?p=152327&postcount=49)


NPCs

Often called Riom, or Crazy Ghent, this man is perhaps the most important figure of modern hunter history, despite being a mere a hundred years. He advised the hunter community through the Awakening, at first ignored for his family's lowly status. Eventually, however, his voice was heard when the man's predictions came true. He created the idea of initiates, and was the first to turn to their ancestor's ancient book of knowledge, the Book of Shadows. His family had been Sorcerers at one point, and in so mentioned all their theories of magic. Because of this, the man has been acclaimed to be the savior of all hunters. He may be a little eccentric, often muttering to him self, and doesn't usually take care of his appearance. Riom is obsessed about night-folk, and how they function, to the point that many people wonder whom his allegiance is with. Time and time again it is proven, however, that Ghent is one of the good guys. Currently he is attempting to get the initiates together and become true hunters once more.

The youngest of the Greenteeth, Jenny Jr. appears as a tall, graceful young lady. She has green-tinted skin that seems to be made up of minute fish-scales, and webbed fingers and toes. This is, however, the extent of her mermaid heritage. The girl has a mouth full of sharp teeth, with particularly long canines that seem to have never been brushed. Jenny's hair is long and brackish in color, the deep tangles falling about her typically unclothed body. Her eyes are a brilliant viridian green, and glow in the dark like a cat's eye being reflected off of.

Jenny is perhaps the most diplomatic of the Greenteeth, often sent out as their lobbyist. She has a silver tongue and a way of affecting the men, despite her greenish skin tone. The Folk-lady greatly dislikes fighting, instead preferring to talk her way out of situations. When cornered, she will try and get other night-folk to fight for her, and when that doesn't work, will bring out her claws. Thinking, however, Jenny Jr. is weak would be a grave mistake, as she is still a Greenteeth. Her powers rely heavily on her elemental skills with water and long-distance combat. Facing a wizard would be an easy challenge for her, though she has a peculiar weakness to the undead, making necromancers a vital source when it comes to battle.


Night-folk list:

The bastard children of Brownies and Red Caps. They're uniformly child-sized, with an odd flat and wide face, much resembling a toad, and pointed ears like elves. The Brown Cap's mouths extend from ear to ear, and are surrounded by blood stains, with teeth inside them that "are much like a shark's," though rotten and tinted red; it also has a pointed tongue. The body of the Brown Caps is nude, except for a crudely made vest, though they have no genitalia. Their skin is always some form of brown, whether dark or light, and most likely wrinkled, like it's too large for their body. With skinny arms and legs that seem a bit too long that end in talons for fingers, it seems a bit comical paired with the bulging gut they all have. Often, Brown Caps use glamour to hide their appearance as children or babies. They're considered infantry units of the Folk, and attack primarily using their claws and teeth. These beasts attack in large groups, often coming from the darkness or hiding spots. They can be found most commonly in sewers. They are best destroyed by drowning or electrocuting them, though if one makes a killing blow to the head, this has been found to work as well.

These are horses that appear strangely thin, almost skeletal, with scales coated in a black oil-like substance. The oil glistens and drips from their bodies, turning red when it hits the ground. A curved horn springs from halfway down their face, and their hooves seem sharpened to an almost deadly point. The creatures have no manes or tails, instead a pale fire that ripples up from their entire body like an aura. It is translucent, like the flames of a ghost, and give the gaunt things an air of otherwordliness. The kirin-nightmare hybrids seem to have no mouths, only over-large nostrils, and eyes the size of disks. Typically, these are creatures of solitude, and often do not get along with one another. If one of their own is injured in battle, they will kill it off. Their favorite method of battle is by trampling an enemy to death, though they are very skilled in using their own. The flames upon their backs are only used as a last resort, and cause bullets to explode before reaching their body, damaging but not wounding them. Being a fire elemental, water attacks work best against them.

Unlike the previous two Folk, Nagoranders are a breed of three creatures (naga, gorgon, salamander). They appear as women from the hips up, anything below that owning the thick body of a snake. Near where her naga hide begins, salamander-like arms have grown, as well as further down, giving the all-female race the ability to wall along walls and ceilings. They might have once been pretty women, if not for the thick bones protruding from their slimy and sick-looking skin. Despite their thick shoulders and large ribcage, the women had skinny and almost useless arms, unable to lift so much as a sword. Like the Gorgons of Greece, Nagoranders have hair of snakes, each with a semi-individual mind. These, too, have a single pair of salamander-like arms, able to grab hold of any enemy and still them while the lady feasts.

For, they surely do feast. The women have jaws that can unhinge, precisely like a snake's, and fangs that can deliver a fatal poison. Never look these women in the eye, as they also own the property to turn things to stone. It is, however, said that they would have large, disk-shaped eyes of a repitlian, the same colors as the sun. More than this, the Nagorander possesses the ability to command fire, most famously able to breathe it. Chopping off their head is the rather infamous way of killing them, though piercing their heart would do just as much good. Their human torso and the underside of their snake bellies are particularly vulnerable, if you can get there.

The Greenteeth are, like the Nagoranders, a race of all-female Folk. This is not because they do not give birth to men, but rather because they have a fondness for male flesh. This race is, however, different in that they consider themselves a family rather than a group of individuals. Nowadays, they have such a mixed and muddled lineage it's hard to tell where exactly their root lies, but one can be certain it progresses from Ginny Greenteeth in the Irish legends. She was a lady who would grab and drown any person who came near her swamp. That same Ginny still lives, now referred to as Grandma Greenteeth.

Somewhere along the lines, one of the ladies (commonly rumored to be Ginny II) had an affair with a sorcerer hunter, afterwards eating him and giving birth to the first witch. Shtriga, mermaid, incubus, Rhine maiden, leanan sidhe, as well as many others have been added to their heritage. The Greenteeth are one of the oldest Folk, also considered one of the strongest. They have many daughters, though few who own the intellect and awareness that rival that of humans. Those who do are given a sort of rank amongst the Greenteeth, and the respect (or fear, it's unknown which) that allows them to command the night-folk. Jenny Jr. is the youngest and most known to modern hunters who has such a title.

Greenteeth
02-19-2010, 06:29 AM
Name: Kaleb Atticus
Age: 37
Gender: Female
Appearance: Kaleb (http://i219.photobucket.com/albums/cc144/IxionOfLykos/moiamitsu.jpg) is a rather short girl, standing at five feet and three inches, and a very lithe body. The girl has a round face, typically shyly stuck toward. The girl's eyes are naturally blue-gray, a flat color that isn't nearly as pleasing as the startling violet contacts she wears. The wide eyes lead down to a nose perhaps not as dainty as she'd hope, but with a small mouth and thin, severe-looking lips. Kaleb has natural, vibrant blond hair that is usually done up in intricate pigtails or braided around her crown. With pale skin that is meticulously cared for to keep away pimples, she also often hardly lets it get tan in fear of skin cancer. Many would think her as a ten-year-old beneath the thick layers of clothes, when they would be surprised to find out she has filled out in the chest and hips with maybe a bit more than average for a twenty-year-old.

The thing that makes Kaleb appear most childish would perhaps be her clothing. They follow a foreign fashion, labeled "lolita," and stick to the typical monotones of black, white and gray. Filled with lots of lace and bows, her childish dresses and ruffled hats are all made to make her appear as a morbid doll. She owns an extensive closet of the outfits, most of them resembling Victorian fashions, though they are beginning to branch out into Edwardian. Great majorities in them are in gray, as she dislikes the way pure white makes her appear as a phantom. They're hardly outfits to run around in (half her shoes would fall off if she tried), and so Kaleb keeps a couple drawers for her gymnastics wardrobe, which are unsurprisingly also entirely in neutral colors.
Personality: Very reserved and quiet, Kaleb can be seen as shy around most people. She finds small groups very awkward and has trouble communicating to others one on one, becoming tongue-tied easily and confused on what to say or how to react to them. Placed in a group, however, and the woman suddenly blossoms into a little socialite. She doesn't enjoy the limelight, instead taking upon a very attentive support role. Yet this witty and comical side of her is very likable, and many over-look her eccentric outfits in favor of her good company. Despite all of this, Kaleb doesn't seem to have a single good friend, keeping people away and shutting down when anything becomes too personal by force of habit.

Kaleb keeps a somewhat typical personality towards others in hopes that they won't see what a freaky family she has. The woman fears social rejections, making her adapt her modest persona before others. She has keenly devoted herself to gymnastics, as well as a few other peculiar interests. Such as the lolita culture in Japan and terra-forming Mars for when Earth and all its resources are used up. Kaleb is a secret environmentalist, deeply caring for the earth and how to save it. Such passions are not shameful, yet the woman's inexorable fear of humiliation or rejection allows her to keep such personal things only to herself, instead of risking them being shut down.
History: The Atticus family had born Kaleb when her mother and father were relatively young, highly successful businessmen in the field of plastic surgery. She grew up expecting to become a doctor as well, to be completely incorporated within the modern world and all its technology. The girl, through her adolescent years, did indeed notice how slowly she seemed to grow. And like a curious child, asked. So it was no mystery to her that they were a long line of Witches and Witchers, the Atticus lineage tracing down to the Renaissance era. She was told how they aged much more slowly, though was also told how the traditions were broken down from long ages of disuse. The girl accepted this, and did not further tread, not so interested in stuffy old books or inherited doohickeys.

When she finished high school, the girl committed herself full time to gymnastics, a sport she practiced since she could walk. Her father and mother supported Kaleb, who traveled world-wide to compete. A good sum of money was made, and invested properly, earning her much more by the time most of her friends finished college. The girl moved out on her own, continuing to devote her whole time to the single errand, enjoying the youthfulness she kept as a part of being of hunter blood. Misfortunes happened, indeed, but the girl considered herself mostly on the high point of life. She commonly attended parties or in large groups of friends when she wasn't training or out of the country. Only a few men had taken part in her life, all who quickly left as Kaleb was aloof and awkward with them, devoting herself much more to her acrobatics than to any relationship.

When the night-folk first came, tearing apart the community of older hunters, Kaleb's were the first to go. Another Witch family notified her, though the shock was great. For the ten years that it was spent studying, the girl slowly dissolved herself into work. She kept the lights on when she slept, and moved back into her childhood home. As time came to train, the woman was eager to join up. Not for vengeance of her parents -who had been cremated and properly sealed away- but to protect herself and others at risk. The girl was scared of them greatly, but was more scared of what would happen if they came for her. So the Klimt family taught her all the tactics to being a Witch.

They first taught her how to open her mind to the Folk. This took the longest, as Kaleb was so greatly fearful of them. The girl did it, though, managing to unlock that piece of her mind. Then they taught her how to use occult items so it only harmed those she intended it to. The girl's first feat was making a talisman to stop itching, but it seemed she was not quite so adept at his as the Klimts had hoped. Instead, her true powers blossomed at all things Folk, being able to communicate with them. Near the end of her rigorous years of training -mostly indoors, keeping Kaleb in traditional garb and making her feel more like a prisoner than anything- a small group left into the night as a true test. She was to seek out a lore-folk and turn it against its allies. The night was perhaps one Kaleb wouldn't ever forget. It marked her first passage into the mind of a Folk, her first encounter against one of the beasts. She learned a great deal from it, and it converted her quickly to how remarkably dangerous they could be.
Class: Witch
Skills:
Tongues- The ability to speak to the night-folk, and hear them as well. It's a natural skill to her, done without effort, though may appear to be a strenuous task as many of the words are typically inconceivable to the human tongue. Their speech can be difficult to understand when done verbally, but it costs much less energy than the alternative.
Dark Senses- Kaleb can sense night-folk within a half mile radius, and what type they are if she has encountered their sort before. The sensation is very distracting, described as spiderwebs covering her entire face, and often causes her to lose focus with other things. Dark Senses also allows her to telepathically communicate with a Folk if they are in the immediate area. The immersion into their mind often sends the woman into a trance-like state, and thus is avoided during combat. When in their mind, she may absorb their knowledge during conversation, learning much more than trying to draw answers when using Tongues.
Power Pilfer- Should a night-folk use its skills before Kaleb, or target her for one of its magicks, she would then be able to learn how to do the same thing. When using Power Pilfer, she must be use Dark Senses to link herself telepathically, thus learning how it is done. This doesn't include if the Folk is naturally a blood-sucking beast, or can fly. But if it uses its own Witch skill to transform or curse someone. Using the learned skill takes practice, however, as it is unnatural to Kaleb.
Conversion- Part of being a Witch means being able to turn night-folk against one another. Remarkably similar to Dark Senses in the fact that Kaleb puts herself into the Folk's mind, it ends there. She must speak both aloud and mentally, forcing the lore-folk's mind against itself, much as an Enchanter would. When a Conversion successfully happens, she may mentally see what the Folk sees, as well as what her eyes show her. Because this is often disorienting, it disables her from doing it to multiple creatures. If a Folk is stronger than Kaleb, however, it has powerful repercussions. Sometimes it simply mentally attacks her, or it may be able to turn Kaleb against her own allies.
Dark Artifact- Occult items are nothing knew to Witches, and the same goes to Kaleb. With this skill she is able to use them, to unlock their powers that would hurt anyone other than night-folk and Witches. Often they contain pieces of the Folk themselves, and are conducts of dark powers. Dark Artifact allows her to make them as well, though this is a weak spot of hers, and she has only been able to make talismans properly.
'Construct'ion- An ability unique to the Atticus', this is a rather dark and generally disliked one. Kaleb is able to create a Construct, a night-folk that often resembles the golemn of Hebrew lore. So far, they have only been knee-high, and can control the power of darkness, or are physical brutes. This skill costs much of her energy, and also mentally drains her, making Kaleb more suspect to mental or physical attacks. However, she creates these mindless, miniature night-folk to fight for her. They own no mind, instead becoming an extension of her own, and do only as Kaleb pleases.
Weapon: Auto Assault-12 is a fully automatic shotgun, that is marketed to be a 12 gauge shotgun that is completely recoil-less. Kaleb likes it because it's a very big, shiny gun that makes lots of noise and scares people half to dead when she holds it. The girl often calls it "Baby" with a sweet, loving tone, for she's sure it'll save her back one of these days. Also, two twelve-chambered revolvers that she typically contains within her purse for back-up cases.
Technique: Obviously, Kaleb is a long-ranged marksman. During her training, she was taught self-defense and accuracy with a gun. Compared to all others, she enjoys shotguns the most, as they have the largest amount of damage encountered. The girl prefers not to become too close for any of her targets, and will Convert or create a Construct should any of them burst her personal bubble. She doesn't use her skills so much in battle, rather they are a search and research method. If odds are bad, or Kaleb's in a tight spot, she'd much rather run than stand down to the death. If her comrade appears to be dying, the girl would rather someone else try to save him or her rather than she. Not necessarily a coward, but still with a healthy dose of fear in combat, she's perhaps not quite as reliable as a team would want her to be, yet is strong enough to cover someone's back.

Incubus Folly
02-19-2010, 10:29 AM
Name: Aspidiske "Roam" Celiqirad
Age: 41
Gender: Male
Appearance: Roam (http://www.hyung-taekim.org/gallery/displayimage.php?pid=338&fullsize=1)
Roam in his work clothes after he came in contact with the rest of the alchemists, they're the traditional robes worn by his ancestors back in Egypt. Outside of work Roam wears a long-sleeve shirt inscribed with transmutation circles for designs, and a short sleeve shirt over that with various elements discovered by his Grandparents. Being partial to the colors white and blue, those are the colors the symbols and shirt contrast in. His pants are a solid white with pinstripe blue going down the sides, and of course, white converse with blue stitching. He's always had a tendency to wear his hair up, and keeps his glasses with him at all times, even though his sight was recently cured.

Personality: Inside the workplace, Roam is something of a scientist. Everything has a logical solution, even in the realm of the mystic, or at least that's his personal philosophy. From the creation of his own Chimera's to the expulsion of ones own soul onto another plane, everything has a reason why and a reason how. Talking to Roam on an intellectual level can be difficult, but get him out of his working environment and he tends to lose his elitist edge.

While Roam may have a rough time with people in the work place, outside of it he's almost a completely different person. Carefree, relaxed, even lazy some might say. He enjoys topics of conversation on personal levels, like ones beliefs and dreams and he never criticizes or condemns another person for it. While his love for learning stays adamant within him, his reaction to learning almost pulls a complete 180.

History: Roam was born into a family of chemists. His mother and father, though they disagreed and argued often on subjects regarding work and home it was never enough for either of them to break their respect or love for one another. One of these arguments was the tutelage that Roam would receive and the importance of their lineage. His father, Asmidiske, had renounced the traditions of the hunters and defined it as "a waste of time" where as his mother thought it important to hold onto the traditions of the past... it was part of something that made them human.

As a result, Aviora Velorum, his mother, ended up leaving him all the texts and objects left to them by their ancestors for him to study and investigate on his own time. At first, he didn't care much for the relics, until he came across his great grandfathers autobiography. It was written in ancient Egyptian, and through his mother he was able to translate the text and read about his grandfathers many endeavors as a hunter. What finally made him devote his personal time to the subject was the segment about Alchemy, and the relationship it shared between his great grandfather and great grandmother, who had been a sorceress.

In time he started to understand more and more about the workings of alchemy, the laws it followed and it's correlation to life and energy. He had finally finished reading his great grandfathers autobiography at age of 27, well after he'd become an accomplished chemist and was employed both freelance and as a professor at a university. It was then he began to expand his horizons, learning about the other hunters, starting with his great grandmother whom had left a great deal more information about Egyptian times and their occupations as priests of the Egyptian gods as well as servants to Ramesses The Great.

four years had passed, and Roam had finally finished reading all the texts that his ancestors had left behind. He in no way had come to grasp their contents as far as actual alchemy had gone, but at least he understood the past of the Hunters, and his lineage. It was it this time he received a call from his own mother, telling him his father had been involved in an accident. Some sort of chemical explosion in one of the labs his father had been employed at. This didn't just surprise Roam, it scared him. His father was a brilliant chemist, and more knowledgeable that he was... It was hard to believe his father would make that kind of mistake.

A sum of four months had passed and he'd received word of his mothers death. She was killed, murdered by an unconfirmed murderer. There were obvious signs of struggle, the details of this killing were sickening. So much so that he didn't care to remember. It was then that he received notice from other Alchemists, ones who hadn't relinquished their past and had studied just as avidly as he had. Confirming his fears, Roam decided to leave his employment at the University of Denver and begin traveling, learning everything about alchemy that he could along the way.

On his 40th birthday, the day he crafted his first successful regenerative potion, he received word from the alchemists he had come to work closely with over the internet. Several of them now dead, they had decided to meet, and train exclusively together in order to develop some kind of defense against what he had assumed to be the return of the night-folk. He would spend the next year of his life learning to use alchemy both offensively and defensively, and he would make his first Chimera.

Class: Alchemist

Skills:

Linguist- Through extensive study of the research notes left behind by the hunters, Roam has become fluent in a few of the spoken languages of the world, and nearly all of the dead languages such as but not limited to Latin, ancient Egyptian, and Aztec

Advanced Chemistry- Beyond the knowledge that Roam was raised with, chemistry is no longer limited to the periodic table of elements, while still important, the table is greatly expanded upon through Alchemy, and allows for greater concoctions through the "Universal Record" the term used by his ancestors. His knowledge of chemistry and rudimentary knowledge of the "Universal Record" has enabled his ability to craft advanced potions.

Instant Transmutation- With the tome left behind by his great grandfather, Roam is capable of "Instant Transmutation" on a very select few objects. All of which must have been transmuted by his great grandfather in the past.

Homunculus craft The ability to forge an empty body, while traditionally Chimera's were crafted in many different ways, combining the bodies of animals, dead or alive, was the most common. Roam constructs his bodies instead, through the raw basic materials of a normal living organism. This has it's drawbacks and it's benefits. The benefit being that he's able to make virtually whatever his mind desires, the drawback being it requires a part of his soul to animate.

Kinship- Roam learned alchemy in a very different fashion from the rest of his alchemist partners. because he remained separate from the methods the hunters used to long ago he developed slightly different means to accomplish alchemic goals. This makes him capable of breaking off tiny parts of his own soul and imbuing them in his own chimera's body. Once the piece of soul has been removed however, it cannot be returned.

transmutation The art of imbuing magic circles into objects and changing them, though not a master of the art by any means, he does have a rudimentary understanding of the skill and can change the shape of an object. He is also capable of constructing new objects from their most basic elements. He is not, however, capable of completely restructuring objects into another object or degrading an object to something less than it was.

Weapon:
"Binding Grimoire" The tome left behind in his great grandfather, while not a weapon itself, it does allow for instant transmutation. It's also of great influence on his alchemic nature, and is the reason he performs alchemy in a slightly different way.
"The Coiled Ring" the only artifact remaining in the family of hunters that belonged to his great grandfather. The rest remain lost to the sands of time, he can only hope to retrieve more of his grandfathers artifacts in the future. The ring is capable of taking different sizes and shapes through instant alchemy.
Technique:
While "The Coiled Ring" is small in its natural form, instant alchemy allows for the ring to be changed almost unhindered in it's size and shape, the catch is that it requires energy. The greater the change, the greater amount of energy is consumed in order to change the ring. Momentum and weight can also be altered within reason. Effectively the ring can be changed into a bullet, or into an iron shield ten feet tall. The difference is the amount of energy it would consume, changing the ring into such a shield, or propelling it for an extended period of via instant transmutation would leave Roam without consciousness.

Arterial
02-19-2010, 02:48 PM
I would like to reserve the Sorceror spot for myself please. I'll create my character momentarily.

Anne Bonny
02-19-2010, 03:49 PM
Ok ok ok. I changed my mind, Green! Dibs on shaman!

Greenteeth
02-19-2010, 05:03 PM
Text here (image's URL here)
That's the code to make links look pretty, Teempo.

Also, while you do have the skill to imbune the chimera with the soul, you don't say that you have the ability to make one. And in your history you also mention how he can make a regenative potion, but potion-making isn't listed as one of your skills either. For transmutation, what sort of things would happen once imbuned? It also sounds like "Instant Transmutation" is awfully similar to "Circle Inscription," maybe you could make those a single ability?

Arterial, Anne, your spots are reserved. As is yours, Teempo.

Incubus Folly
02-19-2010, 05:51 PM
Sorry about the confusion >.< hope that's a tid bit better.

Septimus
02-19-2010, 08:58 PM
I will gladly take the Wizard position

Greenteeth
02-19-2010, 09:14 PM
That's much better, Teempo. Your skills will last you a while, but while they're great, you're still a novice of them.
One more question for you to answer, and then you'll be accepted. So, if he gives the chimera a piece of his soul, what happens when it dies? Does it return to him? If it doesn't, how many chimeras can he make until he, himself, is soulless? You put a lot of emphasis on making this creature, but it sounds as if it ought to only be made under the greatest of circumstances.

Salem, glad to have you along. 8D

Septimus
02-19-2010, 09:25 PM
Name: Charles “Salem” Blackstone.
Age: 36
Gender: Male
Appearance: A shaggy mop of dark black hair tops the head of the heir to the powers of Blackstone. It’s slightly unkempt, hinting at a possible habit of combing his own fingers through it for one reason or another. The bangs hand down slightly over his eyes though it has been trained to part around them naturally. Even if it was not the presence of a dark, wide brimmed had does well to keep it out of the way and mostly out of sight. The man’s face is narrow, bearing subtle planes and angles burnished with the dark scruff of a five o’clock shadow that only seems to complete the slightly haggard, unkempt appearance of a man who has let himself go just a bit during the course of the intense training required of a Hunter. Beneath thin, black eyebrows a pair of emerald greens shine with intelligence and a self confidence that speaks of someone aware of his considerable capabilities.

Though it could not be said that he is powerfully built this tall, six foot wizard does possess a pair of wide, brought shoulders and a thin figure of subtle athletic qualities. He was not overly trained as a warrior in order to be capable of melee combat and that lack of physical training is visible in his frame considering it is not rippling with the toned, corded muscle of a warrior used to such strenuous activity. This is made up for his considerable magic ability, which is all the more devastating for that heightened focus on the craft.

Where clothes are concerned, Salem, had never much cared for the expensive, fancy kind that are little more than brand names upon the same shirts you found in any regular convenient store. Though the Blackstone family does have money and his parents did indeed like to dote upon their son while they yet lived he was never the type to ask for much and has instead lived a rather modest life since the fall of his parents at the hands of the night-folk. His jeans are normally boot cut; a little lose around the legs but not nearly so much as to be considered baggy with a simple brown leather belt around his waist. His simple, dark boots are more for casual wear than any special function, the tops of which are hidden beneath the fabric of his pants. Shrouding his torso is normally a simple t-shirt though when the occasion permits he has been known to sport the fancier, pin-striped shirts simply for the look. Exactly what kind of T-shirt he wears is not usually visible outside on the field because he drapes himself within a black leather duster that does well to make his appearance as a whole resemble something of a modern high planes drifter of a western. The front of the large, ensorcelled jacket is closed but for the top few buttons, leaving the silver pentagram he was once given by his mother clearly visible.

Salem 1 (http://i107.photobucket.com/albums/m318/Lokiri/Males/Mages/Dresdenfiles-provenguilty.jpg)
Salem (http://i107.photobucket.com/albums/m318/Lokiri/Males/Mages/Dresdenrainynight.jpg)

Personality: Salem is, for lack of a better term, a smart ass. The very name ‘Salem’ that he gives out as a self chosen nickname is a bit of dry humor meant to essential say “Eat It’ to the historic Salem Witch Trials. This quality shows itself more and more depending on how much danger his life is in at any given time. As far as he is concerned when you’re about to die anyway why should you curl up and tremble like a fool? Fear is not something he has ever reacted to properly in the sense that he cowers or pleads for mercy. Instead he tends to turn almost proud and perhaps even slightly arrogant, spouting out smart comments of reflex alone which almost always succeed in infuriating the enemy. A mad enemy is one prone to mistakes they say and when it comes to being a thorn in the night-folk’s side and a real aggravating prick Salem is literally an Ace. He has a certain knack for getting in the way of things and a rather uncouth ability to somehow do the one thing that would foil everything and usually it would seem completely by accident.

Used to training without the use of teammates to rely on Salem is accustomed to acting and thinking as a solo party rather than functioning as a part of a unit. This is a bit of a downside for the Hunters who were gathering to bring the fight to the creatures of the night for there are times when he might venture off to investigate something alone without mentioning it to anyone else. He is of the confident sort, believing himself capable of bringing down anything and everything that would stand before him should the proper application of might and energy be properly utilized. This isn’t to say he believes himself invincible of course; just that he can take care of himself in a pinch.

Being a bit of a loose cannon there are times in which Salem may seem to leap headlong into a fight without first considering the consequences or even a plan with which to ensure his survival. He is an instinctual sort who over time has learned to trust what his instincts tell him and allow them to guide his actions a bit. He is sometimes prone to impulsive decisions that more often as not reveal themselves in the form of his desire to protect and defend others. That was why he decided to undertake his training after all; to grant him the ability to defend those who might fall in the crossfire of this war otherwise. He has a bit of a soft spot when it comes to women though, often times throwing himself into danger simply to protect them. The same goes for children.

History: The Blackstone family has always been one of the more successful of the Hunter descendants. They owned several successful businesses and therefore had plenty of money to raise their only son right. In truth the young Charles Blackstone never wanted for anything. Neither did he usually ask for much though, which is a little uncharacteristic of a child growing up who seems to naturally be fascinated by everything and want it due to that mostly temporary fascination. He seemed naturally drawn to the world of magic from the start, taking quickly to the stories of witches and wizards from the moment he learned to read properly enough to understand them and even before he could while his mother would happily sit beside his bed at night and read aloud to him.

As he gradually got older Charles began to prove himself to be quick witted and sharp of mind. In his school studies he was highly successful and seemed a natural for literally any and every kind of equation or problem thrown his way. In sixth grade he gained a fascination with the highly mentally engaging game of chess, even going so far as to join the club at his school. He learned the ropes quickly and excelled, surpassing even the president of the club and several older, more skilled teachers. His mind seemed gifted for strategy and planning, coming up with some of the most complex offensive and defensive schemes conceivable despite his young age. He had a good understanding of the human mind, accurately guessing and predicting their actions and bating them because of it. Most times by the time they realized they were falling into a trap it was already closing and too late to escape.

At just the young age of fourteen the night-folk came for him under cover of darkness. There was not many of them, only two in fact for how threatening could an untrained fourteen year old boy be? They saw the parents as no threat as they were simply business folk with little to no understanding of what they were up against. They took the house by force, sacrificing some of their power by crossing the threshold uninvited simply because they felt they had little to fear and truly they did not. It was mostly luck that Charles managed to survive the night, luck that his Hunter heritage had instinctively drawn him to the studies of the craft. The books that were for sale out in the public were filled mostly with mumbo jumbo meant to sell but occasionally there were things that worked and, in another stroke of luck, it was one of those few things that Salem employed to rid his home of the invaders. Not before they struck down his parents though, leaving the young boy an orphan.

Later another wizard came for him, a man who, until that moment, Charles had always thought to be just another friend of the family. The young teenager, barely more than a child at this time, was crushed by the loose of his parents and seemed not to care that he had blasted half the house apart in his desperation to kill the night-folk that were hurting them. By the time this other wizard found him he was exhausted, his shoulders wracking with heavy sobs as he knelt between the lifeless forms of his parents. That an untrained child could achieve such a level of destruction had astounded the man who would be training him to better combat the same creatures that had killed his parents. When asked if he would like to stay with the elder wizard for a time Charles readily accepted, swearing that he would one day learn to better protect the people he cared about. From that blasted home he took only those few family heirlooms he knew had been passed down throughout the ages.

The older wizard had not proven all that knowledgeable in the craft but he at least knew more than Charles and was more than willing to teach those basics of spell craft and wizardry to him. The tips the man gave the young boy though were surprisingly ineffective for him. The Blackstone family’s magic manifested in a different manner from normal wizards of the world that could simply bend the elements to their wills. It was highly unusual, unique only to his family as far as anyone was aware, and a bit more complicated than the normal use of elements, though it still utilized them in a similar way. Together they spent the next ten years mostly in hiding and on the run, moving from place to place. Thanks to his family fortune this was made a good deal easier since they did not have the need for pausing to make or steal money. They stayed in any one place only a month or two before skipping town and going elsewhere, all the while hunting for more of the night-folks would be prey so as to keep them safe as well. Neither had enough experience at this time to be truly capable in a fight, though they did do what they could for the people they found under duress. Ten years seemed to pass almost as quickly as a few days and before Charles knew it he was a full-fledged adult and nearly twenty four. What he had managed to glean for himself through self practice and exploration wasn’t much next to the creatures he was up against who knew magic and power all their unnatural existence.

The night-folk found them on the eve of his birthday, attacking him, the elder wizard, and those few they had managed to save and bring along with them in heavy numbers. None of them were properly trained and, though Salem used what little he knew of his own craft to combat them, they were eventually over run. The building within which they had taken refuge collapsed in on them during the fighting, the walls to blasted and damaged to support the weight of the upper floor and roof. It all came crashing down, crushing Hunter and night-folk alike. Once again Charles emerged as the sole survivor, protected by the Shield Bracelet he had, until that moment, been unable to use. He crawled from the rubble bloodied and battered, disenchanted with the war simply because he wasn’t god enough to protect anyone.

He was found several days later by yet another wizard, one far more practiced in the craft and who possessed a greater understanding of the Blackstone legacy. It was with him that Charles, who would henceforth have taken the name Salem in spite of the night-folk who he once commented was killing them off as eagerly as people had during the witch trials of Salem. He threw himself into his studies, putting his considerable aptitude for magic to the test day after day for the next ten years. Determined to never fail at protecting someone again he learned everything he could about the elements and their properties and practiced with the artifacts that were handed down from generation to generation within his family. By the time the ten year training had concluded Salem went out with his tutor and lay waste to what night-folk they came across. With his elements he wrought a path of destruction through those unfortunate enough to cross the pair of powerful wizards and was therefore proclaimed to be ready to join the other Hunters who would serve as their last hope…

Class: Wizard

Skills:

Elemental Implorification: The Blackstone Wizards have a rather unique manifestation of magic in that it is a bit more complicated than simply drawing the elements in and bending them to your will. Salem’s power is I the amount of focus he maintains and the energy he pushes into each ‘spell’ he uses. As might be expected there are no incantations to speak of but nor does he simply will it to happen. Instead the man must draw the elemental symbol of the one he seeks to utilize, calling forth the aid of the elemental spirits to act on his whims and serve as his magic. Depending on the amount of time he has to draw these symbols he might use a piece of charcoal on the ground or simply trace the shape on the leg of his pants with his thumb if not doing so on the ground itself. The elements can be used without these small homage’s to the spirits governing them but for Salem to do so might invite disaster for it can invoke their anger. Drawing the symbols is something like politely asking for permission. It’s just polite.

Circle Casting:Salem’s magic is can be formidable provided he is willing to spend the energy to make it so. When done so within a circle though, this power increases dramatically. This is known as Circle Casting and as far as anyone is aware the Blackstone family is the only Wizard bloodline to utilize such a thing. Granted the circle takes time to draw and there will not always be enough in order to do so. Provided he can accomplish it with either a piece of charcoal, or the silver dagger he carries tucked into his left boot.

Artifact Employment/Recognition: Salem has in his possessions several artifacts with which he both draws enemy and focuses power. This requires a certain amount of study pertaining to the artifact. Using them properly requires more than a little study and those few that he holds with him he has mostly learned through the time of his training. At the very least he knows enough about magically enchanted artifacts to be capable of recognizing ones effects whenever he comes across something new in the field and could even use one of them to a great or less effect depending on how complicated they turn out to be.

The Elemental symbols are as followed:
Fire (http://i107.photobucket.com/albums/m318/Lokiri/fire.png)
Water (http://i107.photobucket.com/albums/m318/Lokiri/water.png)
Air (http://i107.photobucket.com/albums/m318/Lokiri/air.png)
Earth (http://i107.photobucket.com/albums/m318/Lokiri/earth.png)

Weapon: Salem’s main weapon is the tall staff he received from his mentor from the beginning of his training. It is smooth to the touch, carved of the finest ash and etched at the top with sigils of power which glow a hellish orange every time he draws his power into himself to unleash. It is through this staff that the majority of his magic is unleashed as it is an aid for control as well as an amplifier of magical velocity.

Secondly Salem caries a silver dagger tucked into his left boot. This is more a casting tool than a weapon as, when he can, he normally uses it to draw the circle within which he would be able to make his spells all the more powerful. He is also proficient enough in close quarters with it to be a problem and is skilled at throwing it properly.

Next come the four silver bands which he wears on each finger of his right hand. These rings form a set, all of which having been past down together through the centuries within the Blackstone family. With each movement of his arm they store the kinetic energy it creates, saving it up until unleashed violently against an opponent. If they have been saved for a long time the effects of a single ring can be literally catastrophic upon the target.

Finally the shield bracelet he wears upon his left wrist. This is a means of protection rather than on of damaging his enemies. Crafted of interlocking silver shields its is spelled with the power of creating a kinetic barrier around the wielder provided the proper amount of focus and energy is stored into it. The greater the object you want to shield against the more energy it will cost to do so. Unfortunately this item is not completely reliable for Salem as he has not yet mastered the use of the advanced artifact.

Technique: Salem is mostly offensive, capable of using literally every element to destroy his opponents. He is creative and sharp minded and still retains that strategic quality which allows him to plan ahead even while in the throes of heated combat. His practice style allows him to flow seamlessly from offensive magic to defensive though and, even though he is not nearly as skilled with the latter as he is the former, he is more than capable in both. His ability to switch form one element to another with lightning quick speed makes him a bit difficult to predict and react properly toward as several Night-folk quickly learned the night of his ‘graduation’.

Salem’s weakness is melee combat. Though he is proficient with the dagger he carries he is no master of it. In truth he is more skilled with the solid form of that carved staff, capable of combating with it as if it were instead a quarter staff. Bludgeoning weapons are of little use against the Night-folk though and that skill mostly serves to keep distance between himself and them rather than do any significant damage.

Greenteeth
02-19-2010, 09:40 PM
If you would, please add a skill that mentions he's able to draw energy from his staff, bracelet, etc.

EDIT: Whoo! Page 2 already.

Yamimoon
02-19-2010, 09:52 PM
I would like to be the Necromancer. If you don't mind. It might take a little wile to get the profile up, but it will be up soon.

Septimus
02-19-2010, 09:54 PM
how's that?

Greenteeth
02-19-2010, 09:55 PM
I'll reserve the spot, Yamimoon.

Also, Teempo and Salem. I added your characters to the list.
EDIT: Perfect, Salem. You're ACCEPTED

Incubus Folly
02-20-2010, 12:23 AM
Does that mean we get rid of ours off the main page?

Anne Bonny
02-20-2010, 12:32 AM
Ok I've finally settled on a few ideas, so I'll at least be starting on my profile tonight.

Really impressed with everyone's so far though. You people are intimidating to write with! This is going to be such an awesome rp.

Greenteeth
02-20-2010, 12:35 AM
No. The character list is linked to your post on the main page. Getting rid of it would break the link and lose your character. Then you'd have to rewrite it. d:

I did have a question for you, Teempo. So, if he gives the chimera a piece of his soul, what happens when it dies? Does it return to him? If it doesn't, how many chimeras can he make until he, himself, is soulless? You put a lot of emphasis on making this creature, but it sounds as if it ought to only be made under the greatest of circumstances.

EDIT: I look forward to your character, Anne. I'm sure it'll be just as good.

Arterial
02-20-2010, 01:02 AM
I do have a question pertaining to my character.

Does he strictly have to have the abilities that you have laid out for the Sorceror? I have given my character energy abilities, but as for healing and regeneration, he has none of it.

Greenteeth
02-20-2010, 01:33 AM
They do not have to reign over all the powers that are listed under their class. However, they cannot be outside the realm of them either.
You might want to make a breadth of skills, though. When we go through the rp, your character will grow and learn more precision in a sub-skill set of your choice.

Such as a wizard may know the four basic elements listed, but cannot control darkness. After fighting a bit, the wizard will grow in strength and be able to learn more refined and dangerous skills in, say, water. But he'll still always know what he starts with.

Incubus Folly
02-20-2010, 01:41 AM
Roughly ten pieces, but separating your soul is like cutting your compacity to to feel. The more his soul is damaged the less human he becomes. removing one tenth of your soul isn't too much to worry about, but it can get bad with the creation of more chimera's. When a chimera dies it's the same as if a person would die, the piece of soul is removed from the flesh and returned to it's most pure form.

I wanted to expand more but I felt like I was writing too much already >.<

Greenteeth
02-20-2010, 03:04 AM
I edited the Night-Folk list, making the Brown Caps easier to kill and adding Nightcorns.

Teempo. It'll be interesting to see where your broken-soul alchemist goes.

Incubus Folly
02-20-2010, 03:16 AM
I'm excited for him, I want to see whats important enough to him to sacrifice his... essence over.

Arterial
02-20-2010, 03:20 AM
As far as combat prowess goes... how far can I go before it's considered overpowered? XD

Greenteeth
02-20-2010, 03:27 AM
Well. Initiates have no real field training, so there wouldn't be much real experience to make them killing machines. But by no means does this mean you can make them a floundering fool, since they must have some strength. Remember, though, to give them equal weaknesses with it.
They've only been training for a mere decade. Unless they've had previous military experience, I doubt they'd have a lot of "prowess."
If you're unsure about your character sheet, you can PM it to me first.

Arterial
02-20-2010, 03:53 AM
If you're unsure about your character sheet, you can PM it to me first.

Incoming PM.:roll:

Quantumlegacy
02-20-2010, 04:12 AM
I would like to reserve a spot as either the first Enchanter, or the second wizard if you would. I'll drum up a profile for both in one minute. If you don't end up getting enough people or want to go quicker. I can even run both. : )

Greenteeth
02-20-2010, 04:50 AM
Multiple characters are, of course, welcome. I'll reserve both spots for you, Quantumlegacy.

Also, sorry it took me so long to reply to that PM, Arterial.

Arterial
02-20-2010, 05:03 AM
Don't worry about it. I've got a lot of time on my hands right now. XD

Quantumlegacy
02-21-2010, 07:58 PM
Even though you've seen them. I'll post both my characters here now. Before their spots are filled. : )


My "Main" character:

Real Name: William Meyver
Nickname: Billy, Bill, Will, Willy
Age: 37
Gender: Male
Appearance: Will's hair is a rusty colored orange-red. It's short and messy, sticking about wherever it pleases. He has dull light green eyes and permanent "worry" lines plastered on his forehead. He wears an worn and dirty green robe (http://www.freewebs.com/rumisaratoga/brwn%20hat%20green%20robe.jpg) and a brown floppy wide brimmed
gardener-type hat (http://www.tenthousandvillages.com/catalog/get_file.php/nav/product/zoom_4803090.jpg). He's keeps a medium sized beard and stash sporting his natural hair color. He stands at five feet and ten inches, his form all but hidden beneath his robes.
Personality: Will is the quiet one. He's always kept close to his brother Randy and therefore can be shy at first meetings. He's only been truly afraid one until the recent upstart of the night-folk, always feeling at peace outdoors and with nature itself. Silent, observant, yet with and air of curiosity. Hardworking, a dedicated man. Kind and mannered when choosing to speak he seems to be a good-hearted individual.

History:
Will grew up with his brother Randy and their father Isaac. Their mother died giving birth to the fraternal twins. They'd live alone on a self-sufficient plot of land that the family owned. When he was young Will loved to play out in the fields of grass and crops. Getting himself into trouble more then a few times for actually ruining the vegetables on accident while playing with his brother.
He distinctly remembers this one time he was playing with his brother the the woods about a mile from his house. They were in this club house they'd built from spare pieces of wood gathered around the farm. He was standing in the club house, staring out the window waiting for Randy to finish "counter-balancing" his self whittled "Quarterstaff". The sun was poking through the tops of the trees and he could see rather well.
"Come on Randy. Just hurry up. I already know your going to whomp me."
"Shut up Will. This takes time."
But he wasn't listening by the time randy had said his name. He'd been watching this deer off in the distance. It'd been walking through, and stopped to gnaw on some shrubby. It happened in a blink of an eye. It was standing there chewing when suddenly some sort of hunched over creature ran by, snatched the deer up in one hand and made-off with it. It was so fast, he almost didn't believe it'd happened. Except after shrugging it off, when he had his brother were about to go home he found the bloody broken antler that must broke off when the deer smacked it's head on a tree or something.
He told his father of this later, who told him to not worry about it. But he could tell his father knew otherwise. That night he watched as his father snuck off into the woods with strange men he'd never seen and returned early morning alone.

Later on in life he'd come to realize that was his first encounter with a Night-folk. As he grew older his father put the boys to work on the farm, toning their bodies with honest hard work. When he was 27 years old his father had taught him most of the history behind their family by then and was prepared for the "Awakening".

During the ten years and ten days that he was taken by the other hunters as an "Initiate" he trained hard. He knew that if he didn't learn all that he could about what he was capable of that he'd end up falling behind his brother, and thus not be able to protect him. It was from this that the healthy competition between the brothers arose, pushing them to do their best possible. The time he spent pouring his energy into study and learning about the magical energies he could create and manipulate to his strong will.

Class: Wizard.

Skills:

(Soon to be added. Seems I've some how lost them. :( )

Weapon:
Scythe (http://media.giantbomb.com/uploads/0/2196/188714-scythe_large.jpg) He carries the Old Scythe that his father had bestowed upon him. It came from his grandfather who once used it to slay four powerful night-folk in one well timed attack. Baliv, his grandfather, was also a Wizard who had an extreme affinity for Wind.

Technique:
Wills the magic to do his bidding. Usually he casts it with a motion of his hands and some very descriptive thoughts or a few rhymes that pertained to the effect. The first takes more energy for him to do, as he's going off his own imagination. With the accompanying lyrics it makes the effect feel more real, thus being easy to make real. He's more of the Support/defense type in the end. Bound to help someone like Randy get more kills then himself.

His particular affinity came for manipulating the element of air. So much power, hidden behind such a gentle mask. He was still capable of minor control over the other elements. He also enjoyed training in the battle art of wielding the Scythe. He was alright at mixing herbs together for healing or stimulating purposes. From this springs his partial knowledge of stewing, soup making, and tea/coffees brewing. Though lacking in hand to hand combat, hates armor, and still kind of green around the edges.

When it comes to out of battle, he likes to stray from using his skills except in productive manners. That doesn't mean he doesn't like to show off, every now and then. He is still a newbie to such power after all. Mostly he keeps such shows to training sessions.
But when it comes to in the battle, he is merciless to the night-folk. Though he falls into the support role more often then not. He still never misses the chance to set someone else up for a kill, or take one of his own. His number one rule, "No negotiating or prisoners with the Night-folk. End of Story."

Equipment:
Ancient "Farm" Scythe, Worn dirty green robe, Small necklace made from antler. White worn shirt, and a pair of old blue jeans just a bit too big for William still.


My side character:

Real Name: Randolph Meyver
Nickname: Randy
Age: 37
Gender: Male

Appearance: Randolph has short, well groomed blonde hair with dazzling sapphire blue eyes. He's five foot ten and wears a white robe (http://www.goodorient.com/images/P/MR1004_200.jpg). He keeps no facial hair, save his eyebrows.

Personality: He's enchanting. His voice is smooth, and enticing. His gaze is alluring and entrapping. When he speaks most people are eager to listen. Charismatic, and kind he's made a name for himself amongst the other hunters for his persuasion. Loves to talk rather then actually fight, and can entice almost anyone into a conversation.

History: Randy grew up with his brother Will and their father Isaac. Their mother died giving birth to the fraternal twins. They lived alone on a self-sufficient plot of land that the family owned. When he was young randy played with his brother will, acting out fantasies the two of them would come up with. Randy often convinced Will to take the fall for him when they got in trouble, or to do things he normally wouldn't want to do.
When he was 27 years old his father had taught him most of the history behind their family by then and was prepared for the "Awakening".
During the time that he and William spent as "Initiates" they developed a very competitive edge that pushed them to their limits.

Class: Enchanter.

Skills:

Uncanny Wit - In battle Randy can focus his power to hear the thoughts of his enemy. Giving him the edge in certain situations by allowing him to know what his enemy is going to do, before they do it. IF they think about things. Must be within ten meters of target in combat, twenty out of it.

Indomitable Will - Gives him major resistance to mental attacks, and spiritual Damage.

Nightmare - Randy can cause hallucinations within his target. He has to have direct physical contact with his target. Has a chance to cause degrees of insanity depending on the severity of the Nightmare. Those affected may react differently to the hallucination. Some cry out, crumble to the ground and suck their thumbs in a fetal position. Some try to lash out at the imaginary scenes, often causing harm to others or themselves. Others stare blankly ahead in sheer disbelief. The effects are numerous.

Domination - If he can conquer his targets mind, they become thrall-like and serve under him for as long as Randy can remain in control. Must have direct physical contact, direct eye-contact and/or within speaking distance.

Mental Assault - Can attack target's mind in an attempt to break down any mental "barriers" placed to defend against mental assault. Once these barriers are down he may invade their mind free to do what he pleases with thier memories. Requries direct eye-contact.



Weapon: He carries around a handcrafted Quarterstaff (http://www.lrpstore.com/uploads/images_products_large/643.jpg) that he'd made when he was really young and has improved upon since then.

Technique: In combat, he relies on his allies to protect him. His magic isn't very "combative" and as such he falls into a support role. Most of his glory is shown outside of combat when information is needed to be gathered. Whenever he uses a spell the target becomes catatonic during the actual "check".

Equipment:

Greenteeth
02-21-2010, 10:45 PM
Skills:
Clarity of Mind - William is able to multi task, and concentrate on multiple things with ease. He can keep up focus of magic for long periods of time. Or multiple sustained spells for awhile. Though he has room for improvement.
Force of Wind - This spell's power increases with how much will he focuses into it. The result ranges from a gentle breeze to bone crushing impact. Usually this spell manifests itself in a the radius of a cone emitting from infront of him. However he can change this from a slim line to a hundred an eighty degree "push" of win. The possible effects of this spell also vary by the force behind the "push". Friendly fire is possible if not aimed properly.
Baleful Strikes - Using the concentrated power of wind William can make "invisible" strikes on his opponent from anywhere, in any form. However they are rather weak and are only capable lacerating the body, and tearing through most armors other then metal ones.
Earthen Shield - Able to pull chunks of the ground from around him, to form a "shield" that hovers about him blocking attacks, as long as he can keep concentration.

Also, could you place William and Randy on seperate posts?

Incubus Folly
02-22-2010, 02:00 AM
I am so excited. seriously.

Greenteeth
02-22-2010, 02:05 AM
Whoa. At first I was like, "Who the hell is this and why are you excited for my RP?" XD But then I realized it was you.

Incubus Folly
02-22-2010, 02:21 AM
Yeah >.< a bit of a transformation occurred over night...

I mean, what? I've always looked like this >.>

Yamimoon
02-22-2010, 02:38 AM
Name: Skyler Foust
Age: 30
Gender: Male
Appearance: Skyler (http://i144.photobucket.com/albums/r186/yami_sakura_1983/1229643120529.jpg) He doesn’t ware a typical outfit that a Necromancer would ware. He has a sleeveless dark blue shirt that he wares wile he is at work as a hunter. His long black pants are loose so it makes it easy to maneuver around when fighting. He has a red sash that he tie’s around his hips, as well as some cloth arm guards that are just for him to hide his other markings that he received during his training. He is a tall man that has a slender build. He is not too muscular, but he is well built and has good definition. Skyler looks younger that he really is thanks to the fact that he is a hunter. The Sapphire blue eyes that he inherited from his father look so clear that people often think they are truly gems and not eyes. He keeps his long blue black hair up in a pony tail at all times, and his bangs come down to his eyes but it dos not effect his vision at all. He finds it easer to take care of it wile it is up. The marking on his chest is a family crest that he received in his coming of age ceremony; it is only partially covered tough you can see the top portion of the mark as well as some of lines that protrude from the crest.

Personality: Just like his abilitys as a necromancer has two sides to it so does he. On one side he is a kind person that always works to help anyone that needs it. If fact many people depend on him for this reason, and he thrives off of it. He is an energetic person that loves to workout. He also is serious when it comes down to doing what needs to be done. Reading books is a pastime for him, and has a memory that will not quit. He remembers absolutely everything that he reads. No matter what it is about. This is why he never buys book, he just reads them and returns them to the library or where ever he barrowed them from. This is the side that he always shows to people, but there is a darker side that he keeps hidden from the people in his life. At least to a point, but that doesn’t mean that he will not show it if the need arises.

He hates people that think they know everything, and makes them look like a fool if they try to out smart him. To some he seams like the kind of guy that hates to fight, but that would be the wrong idea. He loves to fight anything that gets in his way; he learns sword fighting for this reason. So to think that he is a pacifist is wrong.

History: The Foust family had kept with the old way at least a little. They didn’t practice their arts, but they tough their children everything about what they are when the child got old enough to understand what everything is about. They would tell Skyler stories every night about what his ancestors did in the past to fight the night-folk, and he hung on every word. He loved to hear the stories, as well as read the book the stories were written in. He was happy, and loved his life, but that was not meant to last. One night when he was ten years old someone or something got into the house, and Skyler’s parents hid him. Along with the family’s Book of Shadows along with the family’s relics. They told him not to move from this spot until morning. He was an obeisant child, and stayed there no mater what he heard. The next morning he came out of the hiding place and saw that his family was killed.

Some family friends took him in after the funeral, and raised him. Skyler kept to himself, and developed a darker side to him, but that didn’t stop the family from taking care of him. Wile he was still growing up he decided that he was going to read the Book of Shadows. As he continued to grow he practiced some of the things that were in the book, but he didn’t have the guidance to be able to use the art correctly. At least for now. As he got olden ought to go to collage, he was able too use them better. He eventually returned to his former personality, and took up learning how to use a sword. He had decided to become a doctor wile in school. He was able to do that, and since he has gotten use to using his powers even though they are not complete.

He had begun to work as a doctor at a hospitals emergency room. He was the best in his field, and was able to heal many different injures as well as illnesses. But when the elder hunters were killed a person approached Skyler when he was at home. He invited the man in and he explained what had happened to the elders. The man was the last of his line of Necromancers. He had lost his son, and wife in a night-folk raid on his house before the elders died. He also didn’t fully stop the old ways, and knew some of what needed to be done to learn the arts. The man asked Skyler if he would like to fully learn the ways of his ancestors. Skyler early agreed, and that man told him his name. He was Jonithen Sorama, and he was an old family friend that had kept an eye on Skyler since his family’s death.

On the first day of training Jonithen gave Skyler his coming of age ceremony, and embedded his families crest on his chest and shoulder. This gave Skyler the fortitude to endure the intense training that he had to go through. For ten years he worked through the training, and mastered the skills that he was only able to slightly able to perform. As well as some of the skills that were in of the Sorama families Book of Shadows. Now the last ten days were for the final steps. Jonithen bestowed Skyler with his family crest on his for arms. He also gave him his families Book of Shadows, and the relic of his family. Now he was a member of both families.

Jonithen told Skyler that his family of Necromancers were the strongest of all of the Necromancers of the old days. And when he learns all of the skills of both clans then he will be a force to reckoned with, but he still has much to learn, and only time will revile the answers that he will be looking for.

Class: Necromancer


Skills:
Resurrection - He is able to bring a body back to life, as a mindless tool that obeys everything that he wishes. This ‘Doll’ that has returned to the word is nothing but a soul less body. Thus having no fear of returning to the realm of the dead. Nor the ability to feel pain. He doesn’t use this often for it takes to much energy to do. At least for now.

Regeneration - Using his power over blood he is able to heal a wound five times faster that letting the wound heal its self. This allowing him to heal minor injuries.

Exchange - This allows him to take the energy or the life of one being that is dieing and transfer it to another. Allowing the caster to increase the life of himself, or the life of another person. This takes a lot of energy, but is well worth it in the end. This is a skill that is from the Foust Families Book of Shadows.

Sin - This allows him to take some of the life energy that is running through his veins and give it to another person shortening his life. He learned this skill just incase there was no other choice, and the person was not able to pull through the injuries. And he was unable to heal the wound; at least this would give them a chance to heal after he sowed them up. This is passed down in the Book of Shadows that the Sorama family gave to him.

Weapon:
This sword was passed down through Skyler’s family, and had been a major part of his life since his family died. This black witch is a chokuto. The blade of the sword is also made from a black metal that was given to his family by an Alchemist. Chokuto (http://i144.photobucket.com/albums/r186/yami_sakura_1983/Kanda_Yu_D_Gray_man_Sword.jpg)

This sword was given to him by Jonithen after his training was complete. This sword looked more like a traditional Japanese katana, and was black and silver in color. Skyler uses this sword in conjunction with his family’s sword. He uses the same name for both swords, and that is ‘Mugen’ witch means Illusions.

Technique: Skyler is a close combat fighter. He was already a good swordsman, but during his training he was taught how to use two swords to fight. But being a close rang fighter is an interesting thing because all of the skills that he knows right now are healing type, and he has no offensive skills at all. There are some offensive skills in the books of Shadows, but he has not yet learned them. This makes for an interesting combination. If he is hurt during the fight it might not end well for anyone else that is hurt. This worries him a little, but doesn’t stop him from being in the front lines. He figures that it would be better to be out there fighting than to be hidden from the fight.

Greenteeth
02-22-2010, 04:42 AM
Glad to see your character sheet up, Yamimoon. First is his personality. I know people are different inwardly than how they appear. But unless he's bipolar or a sociopath, I don't think he can be such a 180 degree turn without it leaking through either or both ways. Also, the fact that he's apparently the best in his field makes me think he doesn't really want everyone dead. I understand becoming cold and mean-spirited because of death, but have some balance. He's not all one and all the other.

Also, he can't be the last necromancer. Maybe the last one in practice or in his country, but there are hunters world-wide. There's likely to be another necromancer family out there, or some with necromancy origins.

Now, his skills are good, and fall in the areas of necromancers. But there's some things I need you to tweak.
Resurrection. You're bringing a corpse to life. Yes, it won't feel pain, yes it would be a mindless tool. You got the whole "doll" aspect down. But. He doesn't use it often because it troubles him? Again, refer to his personality. I thought he secretly didn't care? Not only that, but it shouldn't just trouble him. It should be hard. Really fucking hard, actually. That's another human, dead or not, you're filling with energy and strength. His energy and strength, to be correct. I imagine that, not only would he have to tell it what to do constantly since it's mindless, that he would have trouble sustaining giving so much energy given.

Regeneration is okay. Except for the fact that he's not even a real hunter yet (he hasn't even seen a night-folk) and can already heal major injuries? Minor, yea, sure, I'd understand that. But major to me is an amputated arm. I flat out refuse that to happen so early in the game. And twenty times as fast? Do you know how fast that'd be? I imagine it'd take a lot for him to heal a giant bullet hole without leaving a scratch in five minutes or less. This isn't a bad skill, it just needs to be moderated down onto a level that would suit a novice, like all the initiates are.

Soul Returning. No. Souls are the sorcerer's and shaman's area of expertise. Necromancers are only over life, death and blood.

Sin of Blood cannot be used against night-folk. No one can influence night-folks except for the witch. You can hurt them, yea, like how a wizard can put them on fire. I also don't really understand the good of this power. Why would he want to substitute someone's blood for another person's? Would it be like an emergency lifeline? You need to clarify why he'd even want to do this, why it's useful.

Reign of Blood cannot affect memories. That's the enchanter's area of expertise. Prolonging/decreasing life is very well in the necromancer's skillset, but I imagine that, like with Ressurection, it'd take a whole lot of energy to deal with. That was a person's living, organic blood after all. Stealing the energy/power/whatever from it would be a difficult task unto itself, let alone forcing it onto another person's.

Yamimoon
02-22-2010, 05:38 AM
I made some changes. Let me know what you think!

Greenteeth
02-22-2010, 05:48 AM
Perfect! C: You're SUPER-APPROVED. Welcome aboard, Yamimoon!

Anne Bonny
02-22-2010, 06:10 AM
Okay. I'll be frank in saying that the personality portion is lacking, but I hope I made up for it a little in showing what her nature is when describing her history. Also, let me know if you need more description in the combat technique category. As always, I am totally open to suggestion and revision.

PS EXTRA SPECIAL THANKS to Greenie who helped me with info as well as inspiration for much of this.

Name: Selene Kent

Age: 38

Gender: Female

Appearance: Selene (http://i498.photobucket.com/albums/rr348/annebonny10/rpa/Fighter_by_ValentinaKallias.jpg) is the tall, statuesque, classical type of beauty although looking good is certainly not her goal. Dark locks trail to her hips, and are usually left to hang freely simply because her father used to like her hair. Pale blue eyes peer out from the black tangle, unmercifully intense and unwavering. Pink lips are seldom pulled into a smile, a small, closed lipped one if any. The girl’s clothing is simple, as Selene strongly feels that of all life’s worries, appearance is the very least. She is often seen in natural, muted colors, in attire that fits comfortably. The tattoo on her arm is a mark that was on her family’s Book of Shadows. She chose to bear it eternally when she completed her training as a reminded of her purpose in life.

Personality: Quiet and withdrawn, Selene’s reserved nature can easily be mistaken by those who don’t know her as pride. In truth, she may play on that prejudice in order to keep from getting close to people. She has little to no sense of humor, and is slightly annoyed by those who do. In her opinion, laughter has little place in her world. It is easier to focus on the battle ahead when one is numb to all distractions.

History: Although, like any who carry hunter blood, the Kent family wasn’t quite normal, Selene’s parents did their best to make her childhood as ordinary as possible. She grew up in a small town, in a home surrounded by farmland. At an early age, she learned the discipline of helping her father care for his prize cattle, feeding before sun-up and again after sun-down, with a long day of mucking out corrals and caring for sick animals in between. But besides inheriting her father’s drive for hard work, Selene was also born with her mother’s knack for learning. She earned the highest marks in school, and was valedictorian of her high school graduating class.

Selene tackled college with the same silent vigor she held in grade school. Social life was sacrificed almost entirely for studies. And if Selene was entirely honest, she found learning to be much more rewarding anyway. But although she was the intellectual sort, the girl let her intuition choose her path. It was an inward feeling that steered her to biology, then medical school, and that same “sixth sense” that drove her to a career as a coroner. While it was perhaps an irregular, even morbid, career path, Selene was certain that it was what felt most natural to her, although for many years she had no idea why.

Her mother contributed Selene’s choice to their family history. It was no secret among the Kents that they came from a special bloodline, a family of hunters that dated back as far as written history could trace. It was a lineage that her mother took great pride in, but her father regarded as something of a curse. His logic was sound; as he and his wife carried on looking young for years, they watched their closest friends whither and die around them. But children don’t think of such things. Selene and her elder brother Paul marveled at their mother’s stories of wizards and other magical beings in valiant battles with sinister creatures of the night. But the stories were always told in private, told to one of the children who in turn whispered it to the other, always stilling their voices when their father walked by. But Adam Kent was no fool, and afterwards the children would lie in bed, listening to him and their mother in heated arguments, their father accusing her of filling their heads with fairy tales.

This dichotomy was one of the things that drove Selene away from her small home and to a college in the city. Their lineage was clearly a matter of pride to her mother, but somehow something of shame for her father. Either way, the stories lost their luster, and as Selene grew, they were filed away in the back of her mind with “Cinderella” and other tales of magic. Having dove head first into her schooling and then into her career with disregard for everything else in her life, the girl grew farther from the farm, and farther from her family.

When Selene was twenty seven, her mother called quite unexpectedly, begging the girl to come home for Christmas. After some thought, she decided that it had been too long since she had seen her parents or her brother, who had stayed home and was expected to take over the family farm. She agreed to the visit.

Selene’s father and brother were not the first to be killed by the night folk’s rebellion. There had been reports in the newspaper of strange and brutal murders all across the country. Even when she came home for the holiday, her mother had touched on the subject, speaking of rumors of horrible creatures. Of course, her father had brushed the idea off. But only two nights into Selene’s visit, the farm dogs were growling in the yard, signaling that the monsters had finally come for the Kents. Paul had stayed with their father, both armed with a shotgun, to defend the farm while Selene and her mother escaped in the family pick up truck. As they loaded up in the vehicle, Selene heard her father whisper to her mother, “You were right.”

The words echoed over and over in the girl’s head, and she immediately gave up all hope of seeing her father or brother again. If her grief, she had no idea how her mother found others like them, other hunters who were setting up some sort of fight against the night folk, like in the days of old. Selene abandoned her old way of life without a parting word. Her job, her friends, even the boy she had been dating since her last year of college, were all forgotten. She studied with her mother and others day and night, years upon end, and completed each lesson and task assigned to her.

Yet despite her natural ability to learn and her willingness to take on the hoard, Selene went about her new life with a numbness. The whole of her being had wished her father had been right, that the simple existence of magic was all poppycock and children’s games. She resented that it was her duty to keep the people of the world safe, simply because she could. And while she would never break her mother’s heart by saying so, Selene deeply regretted being born into a destiny that she would never have chosen.

Class: Shaman

Skills:
Eagle Eye – In communing with all life in the world, Selene has learned to reach into the very soul of an animal and literally see things through their eyes. Her own conciousness transcends into the beast of her choice, and she is able to interpret all of their senses. She can see through the eyes of a falcon soaring over the enemy, of use the keen smell and small size of a rat to infiltrate and investigate an otherwise secure building. This power leaves her vulnerable, however, as Selene’s body falls useless while her spirit is joined with another.

Window to the Soul – To say Selene is an excellent judge of character would be an understatement. By peering into the eyes of another, she can detect if someone is being genuine or lying, as well as what sort of being he or she may be. Is he kind, patient, and true? Is he ruthless in battle or quick to anger? Any of these senses come as an intuitive feeling, and Selene often chooses not to speak of them unless necessary, as most are uncomfortable having their personalities revealed upon just meeting someone. It should be noted, however, that only the strongest aspects of someone’s personality can be gleened in this way.

Lost Memories – As a coroner in her “past life,” Selene often had an inkling of a body’s cause of death before discovering it through science. While she previously brushed this off as “woman’s intuition,” Selene now knows that this is a power bestowed upon her by her ancestors. With some fine tuning and practice, she can now not only determine how a person died, but see the last few minutes of their memories when touching a departed person. Communing with the soul of one deceased is an unsettling and sacred thing, and unless necessary, Selene prefers not to use this power.

Dreamcatcher – Using the powers of botany is not to be forgotten by the shaman, who appreciates all life on earth, plant, human and animal. By mixing a strong herbal tea using the plant Atropa belladonna, Selene induces a sleep filled with vivid dreams. These dreams are highly symbolic and require much work to translate during waking hours, but the rewards are visions of the possible, near future, warnings and signs of things to come, and how to stop them or help them to come to pass.

Psychometry – Selene uses this skill upon inanimate objects to find the life that had once touched them. In short, she can touch any non-living item, connect with the heart of it, and determine who had come in contact with it before. This also applies to detecting traces of any plant or animal life, which can lead to determining where the object originated.

Weapon:
Two Bursa 45 semi-automatic pistols – These small handguns are nothing special in terms of magic or abilities. They were chosen simply because Selene took a liking to them when learning how to use weapons. Their smallish size fits comfortably in her slim hands, and the recoil is minimal. While she is loathe to use such weapons, Selene would rather carry them than be defenseless.

Ceremonial blade – The talisman was handed down to Selene by her mother when she came of age, along with her Book of Shadows. The blade is waved, and his hilt is gilded and jeweled. It can be used as a weapon, but is hardly meant as such. Still, Selene carries it on a belt at her hip at all times.

Technique: While Selene has mastered much of her powers as a shaman with innate skill, any sort of combat is frankly terrifying. The girl uses fighting purely as a defense, preferring mystical or diplomatic ways of offense instead of coming to blows. But if the need arises, Selene will defend herself valiantly and somewhat calmly, although she may be falling apart on the inside during a battle.

While fighting in a group, Selene's best contribution is her keen eyesight. She often takes a place near the back and scours the area for enemies, shouting warnings to her comrades. With her guns, she is best at picking off foes from a medium range. If they're too close, she gets flustered, and she's not a good enough shot to be effective from far away. She is aware of these weaknesses, however, and does her best to keep at that distance, whether it requires advancing or retreating.

Greenteeth
02-22-2010, 06:36 AM
Psychometry is a bit lacking in description. BUT it's all good. You have a good mediation with your skills. Very interesting twist with the history. Glad to see a hunter who's less than willing to lop off some heads. XD Her technique doesn't really describe how she fights in battle with others, and if you wouldn't mind, I'd like a bit added in with that.

Otherwise, ACCEPTED!

Anne Bonny
02-22-2010, 06:42 AM
Whoohoo!

I'll see what I can do to pump up those things. Thanks!

Arterial
02-22-2010, 02:26 PM
That just leaves me. D:

I hate having a writer's block. You'll have it by tomorrow at the latest.

Greenteeth
02-22-2010, 10:50 PM
lol. Take your time, Arterial. We still need to fill an enchanter position.

Speaking of, would anyone be willing to double-cast?

Arterial
02-23-2010, 06:03 AM
Name: Oftentimes called by his clan name: Venator Arcanorum; Hunter of the Arcane, as a monicker. His real name is unknown, as the clan has renamed him upon his initiation. He is now known as Argentus Cain. Those privileged enough to know him by this name, would oftentimes be told to call him by a shortened version of it. Argent.

Age: 37

Gender: Male

Appearance: He is a generally tall man, around six feet and three inches tall, his body structure is somewhat muscular, the kind of muscularity (if there is such a word) that comes with all forms of athletic training, as is needed to learn the skills and tricks needed to survive against the night-folk. To be brutally straightforward and specific, he has broad shoulders, a wide chest, large arms, and powerful legs, but does not seem to look like a championship weightlifter. His face shows his age, as he sports a very rugged goatee, and his hair is long, straight, dark and is oftentimes let down. On his face, you would see toughness in the form of a scowl he would give to most people he meets and a glare that would send a shiver down the spines of the faint of heart.

He oftentimes wears an iconic dark hood that not only is used for style, but for protection as well. After all, he must protect his mind from whatever creatures would harm it as it is where he is able to channel his powers. This dark hood oftentimes covers his face with a veil of darkness, and the hood is made of a mixture of spidersilk and a special material that protects his mind from any manipulative magic. Along with this, he wears a trench coat, that covers his chest which is also covered by a shirt made of pure spidersilk that would be able to stop most conventional bullets, but higher calibers will certainly hurt him. This trench-coat is what allows him to carry his weapons without having to hold them, and conceal them. The trench-coat has long sleeves that seem to get bigger as it draws closer to his wrists and hands. As for leggings, he wears a pair of hunter's pants with a knife holster upon his thigh, and as for footwear, thick combat boots that would allow him to traverse even the most dangerous of grounds. Around his belt, everyone would note a bag that is filled with coins. Everywhere he walks, the coins would rattle against each other. This works usually for him as a scare tactic, but otherwise, it would give his position away as he runs.

Personality: As part of the Venator Arcanorum clan, he was certainly trained to be cold and merciless, as showing mercy to anything could certainly cost him his life. The rigorous training taught him not to trust anyone more than himself so he is often seen as very dark, mysterious, and anti-social. He is a cold and cunning asshole who is more direct with his words than anyone else. Also take into account the fact that he spent ten years training with no one but a few elders of his clan. That certainly doesn't help his general people skills.

As a means to relieve stress, he is known to smoke cigarettes, oftentimes to any ordinary man's detriment. A pack of 20 can easily be downed in an hour or two on a really bad day.

In every conversation, he staves the pleasantries and keeps it professional; there is no room for informality when the night-folk are on the loose. To him, conversations are strictly business and should be kept that way. Trying to get him to loosen up would merely provoke him... most of the time.

Clan History: "Whatever it takes, no matter the cost." Venator Arcanorum clansmen live and die by this motto.

Back in the days of old, this clan became the most ruthless and brutal sorcerers and hunters for the way they handled the night-folk. Showing no remorse, their unscrupulous actions in dealing with the night-folk were frowned upon by most of the hunters as they cared little for the lives of those who were in the way. They were taught to take as much magic as they could and use it against their targets even if it meant putting others in danger.

At the time of its founding, it was one of the newest and most radical of the clans as it was a sorcerer clan founded by an Alchemist; one named Lux Paradaemon. He was known at the time to be the one who created the fabric known as "spidersilk" through alchemy. Put simply, spidersilk is a very protective substance despite its light weight. It is a light weight fabric that has the stopping power of Kevlar. However, it is not without weakness as it is a very very flammable substance. His ambition was to manipulate energy through his will, and through all odds, Lux eventually became a pseudo-sorcerer with his alchemy.

Despite his success, Paradaemon had no magical latency. To address the issue, he invented a metal known as Paradaenium. It is an energy seeking metal that absorbs a certain amount of energy from a source. If the energy exceeds the metal's capacity, the metal combusts in a volatile explosion, leaving destruction in its wake. A handful of charged Paradaenium was enough to destroy a two story house. With that, Paradaemon felt that it could be used as a weapon in small amounts. So he crafted the Paradaenium into tiny coins. It easily became a popular tool of destruction for the rest of the clan.

To hunt the night-folk, Lux invented Riftshard; which was an intricate wristblade that doubles as a grappling hook. With this, he crafted his own art of melee combat, which he would pass on to his children, and his children's children.

Riftshard was passed down from generation to generation and from clan leader to clan leader after Lux's death. The mastery of its use was also taught to the next user. It became a symbol of leadership and the will to survive and get the job done no matter the cost.

Early on, the first few members of the clan were fierce warriors that did not need to use underhanded tricks or to use others to defeat their opponents. However, as more and more members joined, their will to fight grew lax; they began to lose track of how to fight properly and just fight to win. Failure was not an option. The training regimen of this clan made certain of this notion. However, as the clan grew, less and less people relied on their fighting skills because it was far too dangerous to fight the horde of night-folk with weaponry. It was here that the clan became a clan of sorcerers that relied on magic affinity to defeat their foes.

Of course, with desperate times comes desperate measures. The one chosen to fight for the Venator Arcanorum was tasked to learn both training regimens. As the lone representative, he had to not only perform his duty to the world, but survive and subsist in this troubled world all alone. Survival is key here as his death will also bring the death of the clan.

Character History: "Like Cain, the first murderer, I am a marked man."

Before Argentus became what he is today, his early life seemed like it was certainly swathed with fortune. As a child, he and his brother were orphans fortunate enough to be residing in a local orphanage. Argentus, which was not his name at the time, was the more fortunate of the two as a rich industrial tycoon came in to adopt him. As to why he was adopted over his brother was beyond him. He certainly wished to take his brother along, but the man was adamant on adopting Argentus alone. Seeing that his happiness should come first, Argentus' brother urged him to leave and be happy with this new father. With that, Argentus left the orphanage with a heavy heart, hoping for a really bright future.

For almost twenty years, he lived with his new father in a mansion found in an upper-class neighborhood. Indeed, he lived on the lap of luxury as he had maids and butlers doing things for him. At this point, all he had to do was study for school, and get good grades. Though he was already old enough to go on his own, he stayed at the mansion seeing little to no reason why he should leave.

The older he grew, the more suspicious he got of his father. For one, there was a room he didn't allow him to enter in the mansion. Argentus was given access to enter any room in the mansion EXCEPT that one. Also, considering he was less depraved now, he began to think about the circumstances of his adoption. Why was he the only one who was adopted considering he had a brother that could have easily come along with him? His father certainly could have adopted his brother as well. With that in mind, he decided to confront him. He interrogated his father on the matter, and eventually learned that his father was actually a friend of his real parents. As to why he only favored him, he could not explain. He had no reason to at the time anyway.

It a little over ten years ago that the night-folk re-emerged. He was twenty-eight at the time. Their rampage certainly did not spare Argentus and his father any trouble.

The strange creatures appeared at their home one night on a mission; to eliminate Argentus and his father. Feeling an intensity like never before, his father was spurred to awaken. Taking note of what was happening, he quickly woke Argentus. He was confused as to why he was told to wake up, but upon catching sight of the night-folk, he quickly ran with his father. He took Argentus to the basement of the house, to the room he wasn't allowed to enter. Inside, he couldn't help but spot the strange things that were left inside. There were a bunch of strange symbols and artifacts that belonged to some sort of cult he believed. Argentus' father quickly made his way to the back of the room, to a giant portrait of an old man. Gazing upon the portrait, he couldn't help but feel like he knew the man. He couldn't tell why, everything was confusing at the moment. The night-folk aren't exactly ordinary creatures you see everyday, he didn't know what to believe. His father took down the portrait quickly and behind it, a large iron safe stood. Quickly, his father opened the safe, and took out its contents: a large book and a bag of coins were what was inside. He gave the book and coins to him, and implored him to take them and hide in the safe house which was in a remote location.

"When the hostilities have lessened, read the book, and read it thoroughly." his father ordered. "You'll learn everything from its contents."

At this moment, Argentus couldn't help but just be mad and afraid. What the hell was going on? But the night-folk drew closer. He was running out of time. Taking into consideration his life was at stake, and the notion that he will learn everything from the book, he unwillingly decided that he had to leave the mansion with it. As for his father, he wouldn't have known what happened to him. All he remembered from his escape was a large blue flash that consumed the mansion.

The night-folk pursued him, but in time, he made it to the safe house. He has been there more than once already, but only to know where it is. He never really had to live there until now. Indeed, it was a real safe house. None of the night-folk dared to inch closer to it. With that, he was safe, at least for the time being. The ordeal put him in shock, after all, the creatures were nothing short of frightening. For a few days, he sat there with his eyes open, getting wary of the night-folk. He knew they were out there, but they didn't wish to get him. They weren't exactly strong enough to get through the walls of his house, lest they would be harmed in some way. Seeing that the time was right, and the hostilities have lessened, he would take the book despite his current state of mind. He quickly found himself reading the first page, then the next, then the next, then the next and so on and so forth. He learned of the night-folk and a clan that hunted them: the Venator Arcanorum; hunters of the arcane, anti-mages of the night-folk. He could not stop reading it. Even though he read the book from cover to cover numerous times, he still continued reading. He memorized every precept, every anecdote, every recipe that the clan had to offer. Indeed, his mind was ready for whatever the night-folk threw at him. By the time he had read it the fiftieth time, he vanished from the safe-house without a trace.

He immediately noticed he was not in the safehouse any longer. He was probably in another country entirely. The place he was in seemed to be a proving grounds or a martial arts dojo of some sort. It was here that his training would begin.

Indeed, the first people to greet him on his arrival were the elders. A lot of questions were to be asked by Argentus, and the elders immediately brought him to speed. He learned of his roots, about his parents, his parents' parents, and so on and so forth. He is part of the newest generation of hunters the clan has to offer, and is perhaps one of the last few left that could fight. Argentus quickly questioned his need to do what they say. Why did he have the responsibility? They brought to his attention the fact that he was the last hunter of his kind capable of actually hunting, and that the fate of mankind rests in his and other hunters' actions. Indeed, Argentus wasn't very fond of the idea at all, however, he understood his humanity, and he had to do whatever it took to preserve himself and others through whatever means necessary. With that, he half-willingly submitted himself to their training.

For ten years Argentus trained to the best of his ability. Indeed, they made sure he did his best; any short of his best could get him killed. In the first eight years, they taught him the basics: how to cast magic with his thoughts, and how to fight. Physical fitness was a must at this point in time, and the elders made sure that Argentus was at his peak. Indeed, his body was physically sound and fit, allowing him to do more than he could've ever done before the training began, however, the training hardened his heart to others as well. The training was most definitely not pleasant, as he was punished every time he failed. He knew he couldn't give up and escape; it was a responsibility he shared with those who have the blood of a hunter. Fortunately, time spent training in the alternate realm caused Argentus to not only gain physical strength, but also the lifespan of a hunter. It is only through the pursuit of magic that a hunter of this clan can fully embrace his longevity, and though his skill in magic isn't exactly as astounding as many would find, he can certainly hold his own. There is always time to practice and improve on his skill on the proving grounds anyway.

The latter two years were comprised of "field training". They put him in conditions suitable for night-folk presence and trained him to fight against them in their home court with simulated night-folk. At first, it took him time to fight them effectively, and actually defeat them but eventually he triumphed over the smaller swarms of simulated night-folk that comprise the bulk of their frontline force. Though he has completed the field training with them, the elders always and constantly reminded him that this was only an emulation of what was to come. It will certainly get harder and harder and he must learn to adapt to every situation or suffer the consequences.

And by the tenth year, he was to be initiated into the clan. He completed all of his training, and proved to the rest of the clan he was ready for battle. With that, the clan granted him his own copy of the book that was given to him ten years ago. This book was the symbol of initiation. He learned the name of this little grimoire; they called it the Codex, and with it he can always look back and return to their realm. Also, he was given paradaenium. As a final act of initiation, he had to craft his own coins using the recipe found in the Codex. In no time, he crafted his own in front of the elders, and the speed at which he crafted them was indeed impressive to the elders. With all of the ceremonies and rituals completed, Argentus was now an official member of the clan. With that, the elders have renamed him, and forevermore, he was named Argentus.

Once a part of the clan, he decided he was ready to begin his journey. He was already sick of seeing the elders' faces. After all of the trouble they've put him through, he certainly wanted out. But because they were the only "friends" he had, he couldn't help but be at least a little grateful for what they have taught him. Before he made his way out, he donned his spidersilk shirt, and the rest of the hunter's garb, and armed himself with a weapon that has helped him slay the night-folk as long as he kept it loaded. At the time he first used it, it was an ordinary .44 magnum. But as time passed, he got it customized and personalized to his own tastes, and even sanctified by the elders for official use. It was to be his signature weapon, "Magebane" as he would call it. As soon as it was known that he was leaving at that time and he was fully ready to step out of their world, the elders quickly stopped him to present him a box. Naturally, it wasn't the box that was special, but rather its contents. Inside laid an ancient weapon wielded by every clan leader, including the founder himself. They explained to him that the weapon was known as Riftshard, the symbol of the clan's leadership.

"You represent the clan now." They would say. "Use it wisely. Use it like a sword, only you don't have to hold it in your hand. Use your imagination."

And as soon as it was presented to him, he put it on. It was a perfect fit on his right wrist. The sleeve was just perfectly long enough to conceal it when not brandished.

With one quick and curt salute, he bade farewell to the elders and stepped out of the portal. With that, he found himself back in the safe house, exactly how he left it ten years ago. The only difference is, nothing was out to get him now. Naturally, they weren't patient enough to wait ten years to get him. However, that certainly would not erase the feeling that they would get him one day. He was now a marked man, he believed. With that, he attached the name “Cain” to himself. It was an allusion to the biblical Cain, the first murderer of the world. When the biblical Cain killed Abel, he became a marked man, to wander the land of Nod. Like Cain, Argentus wandered the earth marked by the clan's symbol of power, but unlike Cain, evildoers of all kind will stop at nothing to get him.

But know this; he would be ready to face them.

Class: By nature, Venator Arcanorum clansmen are considered to be Sorcerors due to their energy manipulation abilities.

Skills: The curse of the Venator Arcanorum clansmen is the lack of magical latency. He cannot keep energy within him for extended periods of time and he does not have magic that his purely his own. However, to make up for this, clansmen can sap energy. All of the clansmen draw their magic from their minds and they must use something as a conduit. They must think of what they must do and use anything, whether it's their weapon or their body, to make the skill work. Their intents are what fuel their skills, and the tool they use is what manifests the power. His skills are as follows.

Life Drain - Using the intent to kill or harm and Riftshard, he can latch onto an opponent and sap their lives through their souls. He rarely uses this skill as the sight of his opponent withering away still bothers him and since he is stealing their lives from their souls, a part of him will be infused with that life force. Weaker life forces from lower class night-folk would immediately heal him, but if he used this on every weak night-folk out there, it would take a toll on his soul. Stronger life forces however, will leave him to fight within himself for his body. So if ever he fights a "boss" and uses it, his body will be in a coma until one of the two souls submits to the other.
At times, he wonders if he could do the opposite and transfer his life energy to others. For now, he questions the possibility. Besides, he has little reason to care anyway. It's not like he'll be using it for anyone anyway.

Mana Sap - Using the intent to subsist or survive and his body, he instantly saps an amount of energy around him. The more enemies there are, the more energy he can sap. He is oftentimes very uncaring with this skill, as it only benefits him. Oftentimes, other hunters would throw a fit at him as he would jump right into the middle of the fight, sap everyone's energy (friend and foe), and use it to do what he wants. Better hope you all have either high energy reserves, or a quick energy regeneration otherwise your magic is his and you have nothing to use. It is very quick and subtle, most energy wielders won't feel it. The energy he saps isn't permanent though. With his small magical retention ability, it takes him a matter of seconds before he loses all of his energy and he has to steal again.

Empower - Using the intent to assist or strengthen and his hands, he can energize whatever he touches. He can empower his pistol Magebane to fire bullets with a higher stopping power. At the moment the hammer makes contact with the bullet, the bullet combusts and is launched at its target. At this combustion, he boosts the energy used to propel the bullet allowing it to fire further and more powerful than natural. This shot however will increase the recoil of the shot, so it is very haphazard for him to use this in delicate matters. He can also transfer energy to his nearest ally allowing them to use magic in excess if necessary. (Of course, he would do this only if the target in question is suited for the job... or if it gets his job done for him.)

Energy Burst - Using the intent to disable or stun, and one Coin of Paradaemon, he can tag someone with a specially empowered coin and cause the target's energy to be sucked into the coin. This would instantly disorient the target as they would be almost completely sapped of energy at such a fast rate leaving them no time to recover their energy. Since the coin has been energized, it will be volatile. However, since he only touches the person with the coin, chances are, it would be on the floor by the time someone notices it glowing. If they don't move out of the way within a span of a few seconds, they'd be in a world of hurt due to the explosive coin.

Weapons: He carries around four weapons.

Magebane - This weapon is by far, his favorite weapon. Nothing is more iconic than a large and intricate .44 magnum designed to kill the night-folk. Not only is the caliber already high enough, he would oftentimes empower the gun to fire with more energy. Though it is somewhat unwieldy for most people, as it has somewhat of a high recoil, he has learned to master the weapon's blowback. It is intricate in a sense that it is slightly larger than a regular .44 magnum, has a customized barrel which not only serves for style but for accuracy as well, and it has engravings upon it which certify that the weapon has been approved for Venator Arcanorum use. The custom barrel is made of a thick piece of metal that is shaped like a long rectangle. With this, he can easily smack opponents with the barrel and deal much harm.

Riftshard - The Riftshard is the clan's most prized weapon. Used by the founder Paradaemon himself, this "hallowed" blade served the clan's representatives in their times of need. It is not only a powerful weapon, but a symbol of leadership as only the greatest of clansmen would use the weapon. Since Argent is the only one left to be able to fight for them, the weapon was given to him. It is a long double-edged wrist blade that is about a foot and a half long, and four inches wide, that he carries on his right hand and is hidden by the sleeve of the trenchcoat. The blade is widest at its base, but at the end of the blade, it quickly tapers to a point. When it is needed, he pulls on the handle, and the blade would launch out of the top of his wrist. It also acts as a grappling hook. Attached to the blade is a rope made out of spidersilk. It is tough enough to carry him across obstacles, and the engineering behind the weapon would allow easy extension and retraction (it can retract faster than a tape measure and launch with the speed of a harpoon gun).The blade can be concealed within thick sleeves, and can be deployed. It runs on an alchemized pneumatic system. Four pistons compress air to launch the blade across long distances. Since it is made with an alloy of Paradaenium and iron, one could use energy to charge the impact of the pistons, allowing the blade to fly further. The blade is attached to the wristguard by a spidersilk rope, allowing for swift travel but an unbreakable connection. However, it is not recommended to use this weapon to carry anyone other than its user.

Coins of Paradaemon - These coins are named as such after the founder of the Venator Arcanorum clan; Lux Paradaemon. Though the clan was considered to be a clan for Sorcerors, he was an alchemist himself. With his knowledge, he created a metal called Paradaenium that absorbed magical energy and was volatile when charged with enough energy. The recipe for this metal was passed down from generation to generation of clansman and were turned into a lightweight explosive in the form of coins. The clan provides him with as much Paradaenium he needs to craft his own coins. He can take the coin and press it against a magic user to sap the energy into the coin. The energy causes the coin to be volatile, and cause it to explode in time. The quick energy sap is too sudden for most people, that it would oftentimes disorient the target momentarily.

Combat Knife - It is an ordinary combat knife. He only uses it when he has no other choice left. No ifs, buts or otherwise. ONLY WHEN HE HAS NO OTHER CHOICE. With this in mind, one can easily tell that he really does not like using the knife, however he can easily hold his own with it against ordinary opponents... then again, night-folk aren't exactly ordinary... right?

Technique: Argent is certainly not the most subtle fighter in the world as he sacrifices stealth for high damage output and large explosions. With that, he is oftentimes on the offensive by either blowing your head off with Magebane or blowing you away with the Coins of Paradaemon. However, he has learned to be a calculating man as his clan is known to have the smallest magic pool amongst all of the hunters. To make up for the disadvantage, he would sap magic energies from his opponents. He has to use this power quickly, as it would dissipate if not used. Though he doesn't trust anyone, as long as he and that other person is aiming for the same end and he has some energy to spare, he wouldn't mind assisting them by transferring some energy over to them when they need it.

Combat-wise, he uses almost all of his weapons. The combat knife is the only exception as he only uses this weapon at the direst of situations (i.e. out of ammo, coins, and Riftshard is broken.) Magebane and the coins are the most prominent of his attacks as he tends to use them as much as possible. However, Riftshard is always there for those close encounters and sticky situations. As stated earlier, Riftshard is not only a long wristblade, but it is also a grappling hook. He can launch the blade at a target and swing away if necessary. He could also hook onto his target and either pull himself toward them, them toward him, or sap the life of his opponent through Riftshard's blade and link.

His major weakness is his lack of latent energy, that is, energy that is already his. He cannot do any magic skills without magic to steal. If he ever comes across a juggernaut of a night-folk that does not use magic, then he would be in deep trouble if he was alone. Also, he is very haphazard in his attacks as he must expend all of his energy as soon as possible before it dissipates and he has to steal from them again. Since most night-folk have latent magical energies of their own he's covered... for the most part at least. Lastly, he uses a .44 magnum. Count six shots. After that, he has to reload.

Greenteeth
02-23-2010, 10:02 PM
When you said his spidersilk shirt is "all but impenetrable" does that mean it cannot be penetrated? Because, to me, that sounds a bit like god-modding.

Also. I wasn't aware that a non-magical clan could exist in an "astral plane" and be able to move back and forth through it. Well, let me correct that. I was never aware of mentioning an astral plane/second dimension at all. And hunters would never rest there, because if there was it would be something they'd have destroyed back in the Renaissance.

None of the initiates have found night-folk yet. Not even Kaleb. She's encountered them, as most of them have. But fought them? No. That's why they're initiates and not actual hunters yet.

I'll add you to the list, but please edit.

Arterial
02-23-2010, 10:18 PM
My english can sometimes fail me. I always thought that the phrase "all but (insert adjective here)" meant "it is everything except (adjective)". I'll reword it.

I guess I've overstepped on the other details though. I'll definitely fix it all as you see fit.

*Edit*
Done. Sorry for the inconvenience.

Greenteeth
02-24-2010, 01:09 AM
Thanks for the editing. C:

I'm talking to Incubus Folly about getting our last hunter up, and then I'll work on the IC. Unless anyone else wants to take it?

Arterial
02-24-2010, 01:19 AM
If you're willing to wait ten months for it, then I wouldn't mind making an enchanter.

*edit*
Then again, I realize, that you're not looking for someone who could, but rather who absolutely wants to. Guess I'm leaving that floor open. Besides, I'll cause too much trouble with plotholes lol.

Quantumlegacy
02-24-2010, 04:12 AM
Nope, not up for a third character. I already grabbed the enchanter to help progress story. As you can tell William is my main. : )

Incubus Folly
02-24-2010, 04:45 PM
Name: Guestal Le Fay
Age: 31
Gender: Male

Appearance: Le Fay (http://i13.photobucket.com/albums/a258/AJ-Kun/War%20of%20Genesis/Reonardo.jpg) Loves his eccentric, but gaudy clothing. He often adorns himself in long ravish robes in the winter, then adversely very little during the warmer summer months. A particular favorite during those hot times were traditional gypsy clothing for men from the middle east. It's strange to see him not adorning a new outfit often however, though he does seem to return to a select few often.

Beyond his "normal" threads Guestal also wears the same two earrings in his left ear, a gift from his mother that had been passed through the generations of his family since the great Morgan Le Fay. He also dawns a ring on his left ring finger, though no one is sure why, he's certainly not married. Other accessories can be seen on him from time to time, but none of them are constant like the ring and earrings.

Personality: Guestal is... intelligent, but his brilliance was never focused towards studies of any kind. He has always been more so the kind of person to go out and find his fateful encounters rather than sit and wait for them to show up. His smarts have gotten him into many situations that he could've avoided however, had he not been so incredibly self-assured. As it stand though, his cockiness has gone without real consequence, and that's only served to boost his ego.

Impulsive by nature and hardly cautious Guestal lives in the moment, and not once has he turned around and regretted it. It has, however, given him a lot of interesting memories, so many in fact that he has a hard time keeping focus all of the time. Whenever things get rough though, he finds himself able to keep it together.

History: Guestal was born in france, raised for a few years in london, then traveled the world with his parents as soon as he reached the age of 10. Along the way he picked up languages and culture, but beyond that he found he had a fondness for clothing. Collecting as he traveled he enjoyed the effect he had when he adorned foreign clothes in foreign countries, the stares he got and the encounters he had. The only thing that interested him more than his traveling experiences were the tales his mother and father told him of Morgan Le Fay, an enchantress of ancient times.

It wasn't until he was fifteen that his parents decided to tell him the truth of his past generations and the truth of Morgan Le Fay. She had been the first Enchantress of their family, and so powerful was she that she managed to erase the legacy of of Arthur and the Knights of the Round Table from the minds of hundreds, if not thousands of people. Their legacy was only left in fiction, written well before Le Fay had the chance to erase every last memory. It was this story that began Guestal attempting to read their families Book of Shadows.

It was not, however, easy for him. The text was written in ancient Latin, a language that is now dead, and unspoken by the modern world. This meant he had no way of picking it up or learning it in his travels and so he had to devote him time to translating the entire text on his own, as his parents had never bothered to learn anything beyond the stories their parents had taught them. He was in an abundance of time though, as money was never a problem, and their had several hours between destinations to themselves.

five years later, when Guestal turned 20, he finished translating the text. He did not, however, begin to study it. It had taken him so long to figure out all of the text and translate it correctly that he decided it was time for him to have fun. And so he ventured out with his parents on their expeditions more often, met many new men and gained their trust, met many new women and gained their... well, companionship. To say Guestal was a flirt would be an understatement, but to say he was charming would be even more of one.

Guestal was 22 when he returned to France for the first time, it was the year he separated from his parents and inherited a vast percentage of the family wealth. It was here he met the first woman who had ever caught his eye, as opposed to the other way around. As he pursued her He found himself more and more intrigued by this woman and her peculiar beauty. It wasn't for several months of flirting back and forth, honest dates and innocent nights that Guestal learned all of this woman identity. Her name was Claire Osborne, and she was an enchantress. It was this that made Guestal return to the book he had invested so much time into and begin to learn...

Not until she had died. Guestal had been living with Claire for the last three months of their relationship, it had been the day after his birthday and he was returning home from performing parlor tricks for young children in one of the busy districts. A favorite pass time after work because Claire always arrived at the house after he did. He had done a particularly lengthy number of tricks today, and was hurrying home when he felt something snap inside him as he passed an alleyway. The darkest foreboding feeling he could imagine graced him as he stared down the dark path and slowly he ventured forth.

Her death was the first of many in Paris, and certainly they would not stop. He grieved over her desecrated flesh, mourning for days... but he would not let this stop him, and he felt rage and anger fill him to the brim. He swore vengeance, and since he delved into the Book of Shadows, learning all he could in the ways of the manipulation of the mind, the twisted sanctity of the soul and heart, and the frailty of simple thought.

His 31st birthday was the day he came out of hiding, removed so long from the world seemed to have little effect on him. He almost blended right back into the crowd, and that suited him just fine, the less he had to use his power on meaningless dribble the better. It was then he began his travels again, it was then that he hoped his parents were okay.

Class: Enchanter

Skills:

The Souls Windows all of Guestals mind tampering has a requirement. He must be physically touching them, or he must make eye contact with an unaware soul. Most living things are incapable of becoming "aware" with their soul, Hunters on the other hand, and particularly intelligent Folk, are capable of waking their soul to influential attempts.

Mind Contortion Guestal changes the perception of a certain event within another person. He can make this person believe just about anything as long as he himself experienced the event as well. From making the victim think he's the predator to making a murderer believe he was killed by his own gun. As long as Guestal was their, he "invented" the event. Mind contortion can be accomplished both through eye contact and touch

Emotion link Guestal can only be accomplished through touch, once touched however, Guestal only needs to be aware of their presence in proximity to him. Emotion Link allows Guestal to influence others emotions via his own, if he induces hate, the person he has linked himself to will suddenly become hateful. Note that this does not change what they are thinking directly, just induces a strong emotion that can influence reactions.

Ephemeral Voices Guestal can hear the voices of an intended targets thoughts through eye contact only. once eye contact is made however, as long as he focuses on that persons consciousness, he can continue to hear their every thought. Once the concentration link is broken however, he'll have to make eye contact again.

Mind Crush Guestal developed this skill directly after Claire's death. It requires both physical touch and eye contact and must be maintained until the ritual is complete. During the time Guestal has his victim engaged he can enter their mind and pull things apart individual, destroying and removing memories, twisting and contorting the personality, violently destroying the mind as a whole. Once finished, the entity is left with nothing of their former self, a shell, a vegetable, if you will, is the only thing that remains. Damage like this cannot be reversed or mended.

Weapon: None of personal choice, he has fired a weapon on several occasions and participated in the casual brawl at the local pub. He has studied martial arts in the past, but only briefly and in increments however.

technique
To the best of Guestal's ability, he doesn't get into fights. More often than not someone will be doing the fighting for him through a series of mind tricks. Should someone ever actually come after Guestal however, mind contortion is his only saving grace, as he's always there to witness the fight he's in. As long he lives long enough to contort it.

Greenteeth
02-25-2010, 12:25 AM
I know he doesn't have a weapon of choice, but please still write a technique. How he interacts with people during fights, etcetc.

Anne Bonny
02-25-2010, 01:38 AM
Her technique doesn't really describe how she fights in battle with others, and if you wouldn't mind, I'd like a bit added in with that.

I added just a bit to that. Not much, but just a bit.

Greenteeth
02-25-2010, 01:40 AM
C:!
Thanks, Anne. I'll be getting the IC up tomorrow, or whenever I feel better. x_x

Anne Bonny
02-25-2010, 01:42 AM
Can't wait! I hope you feel better soon, not just because I want the rp to start. :D

Incubus Folly
02-25-2010, 01:40 PM
post has been editted

Quantumlegacy
02-25-2010, 04:22 PM
Oo finally it begins soon! Can't wait, hope you feel your best. As I want you to roleplay at your best. o.-

Incubus Folly
02-26-2010, 12:09 AM
I can has awesome fantasy RPG now?

Greenteeth
02-26-2010, 12:20 AM
I lol'd. I'm working on the IC, but it'll probably be posted tomorrow. D:

Incubus Folly
02-26-2010, 12:47 AM
*sadface*

Greenteeth
02-26-2010, 02:45 AM
THE IC IS UP (http://role-player.net/forum/showthread.php?t=2931)

Anne Bonny
02-26-2010, 03:12 AM
Ohhhhh snap!

*runs off to look*

Septimus
02-26-2010, 04:08 AM
remarkably well written Green. I regret that it ended. lol

Greenteeth
02-26-2010, 04:11 AM
XD Reeeeally now? ...Well, thanks, Salem. c_c I await your post with baited breath.

Septimus
02-26-2010, 04:16 AM
lol why so excited?

Greenteeth
02-26-2010, 04:19 AM
I was following your stylistic form of hyperbolism.

Anne Bonny
02-26-2010, 04:19 AM
It waaaaaas excellent Greenie! I loved the quotes. You really can set a scene. :)

Now what to post... what to post...

Greenteeth
02-26-2010, 06:26 AM
8D Thank you, Anne!

Also, for everyone! I updated the first post with a new NPC, Jenny Jr. Foreshadowing!? ...Maybe! C:

Arterial
02-26-2010, 07:41 AM
How come I get the feeling that I'm going to be the bumbling idiot RPer of this whole thing? XD

Ahem. I mean... dude! Your writing style is awesome! I'm certainly out of your league. I'M NOT WORTHY! ;_;

Incubus Folly
02-26-2010, 02:01 PM
I'm so happy I could- -came-

oh....

Quantumlegacy
02-26-2010, 02:32 PM
I'll be posting within the next few hours. I'm just wondering if we are all supposed to be able to have the "link" or "feeling" that the Night-folk are about. Like the Grey wardens and Darkspawn of Dragon age. Or is it just the Witch? Just wondering.

Incubus Folly
02-26-2010, 02:37 PM
By logic, normal human beings even have a reaction to Folk, like the fear you get when looking down a dark alley on a rainy night kinda feeling, I would guess hunters are able to distinguish this feeling from fear more effectively than your average human. Witches, on the other hand, I assume are a lot more sensitive to it.

Quantumlegacy
02-26-2010, 03:05 PM
That's sort of what I was thinking. Okay I'll have my post up real soon then.

Septimus
02-26-2010, 05:28 PM
Well posted you two. I enjoyed the read.

Salem will be making his appearance soon.

Incubus Folly
02-26-2010, 05:36 PM
O_O I feel like I'm reading a book. This is awesome.

Anne Bonny
02-26-2010, 05:59 PM
Ditto that! Everyone in this rp has wonderful talent. :D

Incubus Folly
02-26-2010, 06:03 PM
She says before I have a chance to post xD

Anne Bonny
02-26-2010, 06:37 PM
Well I already know you're good, honey! You were included in the "everyone." :love:

Incubus Folly
02-26-2010, 07:02 PM
xD such a vote of confidence. But thanks, the first post is up, Guestal will arrive when I get back from work. I may have to bring an untimely end to one of my characters in a seperate RP just to keep up. We'll see ^_^

Quantumlegacy
02-26-2010, 07:45 PM
Glad to see the devotion. : )

Also, after having read your post. I do declare, this will be a most excellent role-play as long as no one gets a case of writers block or mysteriously dies off the face of the planet. o.-

Can't wait for my turn, and the rest of the people. This plot shall soon thicken.

Septimus
02-26-2010, 08:44 PM
well written Incubus. I can only hope Salem's intro draws everyone in equally as well. XD

Yamimoon
02-26-2010, 09:07 PM
Man you guys are ten times better at this than I am. I hope that I will be able to keep up.

Greenteeth
02-26-2010, 09:54 PM
Incubus Folly was precisely right. Regular humans have an awareness of Folk, just like they have an awareness of darkness. They cannot see into the dark, but know it's there. Hunters are the same, though they are able to indentify and delve into the dark. The witch, however, is the only one of them with the power to see into said proverbial "darkness."
So, saying it was static in your post, Quantumlegacy, was precisely the feeling they would (probably) have.

Also. Grand posts everyone. I really love seeing these characters come to life! 8D Arterial, Quantumlegacy, Incubus Folly, you all did remarkably well. It makes me antsy to see everyone else's posts! :3 Yamimoon, you'll be able to keep up.

Also, Quantum, if someone does fall off the face of the earth, they have three weeks to climb back on otherwise their character falls beneath the teeth of a Folk. It's in the rules. I will not let this RP fall! XD

Yamimoon
02-26-2010, 10:02 PM
I hope that you are right Greenteeth. I have made my first post.

Greenteeth
02-26-2010, 11:06 PM
I updated the information for the night-folk "Nagoranders" and "Greenteeth." C: Might do more later.

Quantumlegacy
02-26-2010, 11:34 PM
Woot woot.

Anne Bonny
02-27-2010, 12:08 AM
I will do something tonight. Wheeeeeeeeee!

Septimus
02-27-2010, 12:44 AM
I'm thinking on mine too. lol Seems I am usually near the last to post anyway

Incubus Folly
02-27-2010, 01:58 PM
<3 post Anne!

Septimus
02-27-2010, 06:57 PM
I agree anne, well written.

Salem has entered!

Anne Bonny
02-27-2010, 07:05 PM
Really? I was on beer #3 when I wrote it, so I concidered waiting til morning to read it over and post but... Ok, so alcohol + writing works out? lol

IF, Yami, Salem, wonderful intros! Everyone is so fantastic. I cannot wait to see where this thing takes us!

Greenteeth
02-28-2010, 01:00 AM
Wow. It took only a little bit of time for everyone to reply. I'll probably get a post up later today and start moving things along. Incubus Folly, if you managed to get Guestal in before then, then awesome. If not, he could have been distracted looking at clothes... or something. :P

Lovely posts, everyone. 8D I'm so excited. It's like watching a movie.

Incubus Folly
02-28-2010, 05:54 AM
Sorry about Guestal, when is your post going up? I could try and get it in now.

Arterial
02-28-2010, 06:20 AM
Greenteeth is offline right now it seems. I think you could sneak a post in before she comes back. XD

*edit*
OH SNAP SHE'S BACK. ABORT! ABORT!

Quantumlegacy
03-02-2010, 11:19 AM
Mmhm the anticipation builds.

Quantumlegacy
03-05-2010, 05:40 AM
If no one posts by the time I get off work tomorrow, I'll put up my post. If someone does, I'll put my post anyway. :P

Anne Bonny
03-05-2010, 07:03 PM
Pondering my next post... I'll try to do something soon too. This weekend maybe?

Quantumlegacy
03-05-2010, 10:23 PM
Well I posted, it was kind of lame and short. But it should suffice to progress things. I have a hard time thinking of ways to post long posts about two minutes worth of action when nothing is really happening. Without filling it with nonsense and flashbacks. :P

Arterial
03-10-2010, 08:21 PM
*bump*

I'll post tomorrow if everyone else would. D:

Anne Bonny
03-10-2010, 09:56 PM
I'm still in!

The only thing is that in my post, my character saw others enter the building before her. So I was kinda thinking that others should post before me.

But if it's a matter of moving the story along, I'll gladly post soon.

Quantumlegacy
03-10-2010, 09:59 PM
I was thinking the same thing Anne, since technically I supposedly see/followed Arterial there. But the story must be progressed!

Septimus
03-10-2010, 10:39 PM
I will post soon as well.

Greenteeth
03-12-2010, 01:27 AM
You guys better post. Or, (as stolen by Salem) I will release the GMonster. o___o

Don't want that, now do you? XD

Yamimoon
03-12-2010, 02:48 AM
I will get my post together some time tomarow!! (That is if I don't have to go to work early!!)

Septimus
03-12-2010, 08:29 PM
No worries greenteeth. My post is in mind and will be started soon

Anne Bonny
03-12-2010, 08:31 PM
I'll do something... tonight I think!

Quantumlegacy
03-13-2010, 03:31 PM
I was waitin' on you guys! :)

Anne Bonny
03-13-2010, 10:53 PM
I posted something! It's a miracle.

Quantumlegacy
03-14-2010, 06:15 PM
I know! :)

Greenteeth
03-14-2010, 11:10 PM
8D It was great, Anne. Thanks for posting~

Septimus
03-17-2010, 04:38 PM
I'm workin on my post now. I'm shootin to have it up by tomorrow XD

Septimus
03-18-2010, 08:00 PM
Not the longest post in the world but it gets the ball rolling.

I apologies if I took any liberties with other peoples characters. Placing Anne's on the stage for example.

I simply wanted to advance it a bit so Green can go GM on all the lazy people and pull them along.

Anne Bonny
03-18-2010, 08:23 PM
Who is this Septimus guy anyay?

;)

Nice post, man. Cracked me up more than once.

Yamimoon
03-19-2010, 02:06 PM
Sorry about not getting my post up, it has been a little on the hectic side. I am working on it and will get it up some time tonight, or tomorrow.

Again sorry

Greenteeth
03-20-2010, 12:20 AM
8D Oooo. Salem's going to be hittin on some dem gurls.

Thanks for those of you who have posted. Those of you haven't... o_o Be expecting PMs.

Also, Yamimoon, just wanted to point out it was the Witch and Witchers who are looked badly upon. Necromancers are known for their remarkable healing abilities and that they can save lives, so I doubt hunters would look poorly upon their medics.

Quantumlegacy
03-25-2010, 08:51 PM
Progress?

Quantumlegacy
03-29-2010, 06:02 PM
Bum-bum-bump.

Anne Bonny
03-29-2010, 06:19 PM
I hear Greenie's been under the weather. Hang in there everyone! I still think this is going to be awesome when she gets better!

Arterial
03-31-2010, 05:55 PM
I cannot post for a while. My computer is out of comission at the moment due to a virus so I have to rely on school computers. I'll try to pre-prepare a post by friday at the latest.

Until that virus is gone (hopefully by the weekend), I will be horribly slow at posting (like I was any faster without a virus LOL).

Quantumlegacy
04-02-2010, 01:10 AM
Hanging in, and... Arterial... POST! :D Hope that injects some creative juices in your brain so that you somehow post faster. And perhaps it will rub off on the others, and some how heal Greenteeth.


I mean, a guy can hope right.

Quantumlegacy
04-10-2010, 01:12 PM
Dun dun dun!