On indefinite hiatus. I remain purple only for technical support, please direct queries to Scottie or another staffer. Thank you RPA for being my second home for so many years, and every member who makes this the wonderful place it is.
Name: Viram Hardin
Age: 23
Gender: Male
Race: Tiefling
Appearance: Young man who has outgrown many people, at least vertically. When taken to the horizontal or strength wise, he is far behind. His dark brown hair, bordering on black, is cut short and unevenly. He has several scars on his face, mostly from childhood incidents, he has a cut on his left calf from falling onto a jagged rock, a dent in his forehead from, surprisingly, a rock, and cut on his chin from, a rock(I have this scars irl, I was a clutz), and several scars around his right eye from a small dog when he was three. He has a birthmark on his left ankle and one just below his right pectoral. He has one tattoo on his right palm, a symbol he calls, “The Eye of Viram.”
Outfit: Despite not being poor, Viram has simple clothes, he has a baggy shirt which sleeves go to the elbow, baggy pants with a belt, and boots. These clothes seem impractical for battle, though they allow for him to move more freely. He has a black ring on his right middle finger, which can allow some magic to be amplified when passed through it, but too much will shatter the ring. He has a heart locket around his neck, only of which the chain is invisible, and has some small souls tied to it, mainly for advice when he needs it most, but sometimes aiding in some of his spells.
Personality: Viram is a cabin atop a mountain, to get to the warm and incredibly nice center, you must first travel through unbearable cold. He loves to read many books, and has read every book at his library and more from traveling around. Many things he learned can be traced back to a book or two. He lives close to a town, but except for the occasional trip into town to buy some things, he lives in the forest surrounding it. He loves nature, even more than he loves books. He has made friends with nature spirits and has been taught some nature spells, but most of his other spells can be traced to books.
Bio/Background: He was teased as a child [Insert typical RP protagonist story], and only took solace in books, many books he found and whatever money he had leftover would be spent on books. A man came through one day and was selling strange books Viram had never even heard of before, and bought them. When he arrived home, his mother scolded him for buying the books, and locked them away. While she was asleep, he snuck into her room and got the books and read them. He learned many magic spells from this book, none of which are good, and most of which cost human souls, or at least fractions of it, and as such, he began attaching souls to items he had, until they would have so much that they just shattered. His mother punished him severely for this, but he still continued. After his mother died, he attached a small part of her soul to a necklace she had given him, which he had found out could hold more soul than any other item he had. She is never used in his spells, and is the one that gives him advice, despite being very angry her soul is partially tied to a necklace. He traveled around for more books and became known as the “Angel of Death” owing to the fact that whenever he passes through, all spiritual activity ceases until another person dies. He heard of the Rumble and has been preparing himself by learning several spells and buying a black ring which will increase the output of his magic. He has finally arrived at the Rumble and is unsure if he is ready, but is willing to try regardless.
Weapons/Armor/Items/Accessories/Equipment:
•Weapons- He has a dagger in each of his boots, neither of which possess any magical enchantment, the blade is made of solid steel and the handle is oaken. They are the typical dagger in shape, about a 6 inch long blade. Each dagger can take about 250 uses without repair, but will become extremely dull and nearly uses after 175 uses or so. Despite not having any magical enchantments, he has a small vial of poison for each of the daggers, which will cause fatigue and a minor amount of health drain, (Don’t know whether or not the poison should be a move of its own, owing to it not doing that much). He also has a bag full of small stones which can be used for either unbalancing his opponent(and possibly him) or for hurling them at his opponents(he has about 100 stones, each about 1.5 cm in diameter).
•Armor- His simple clothes are all he has, allowing him to move much more quickly, and able to dodge attacks, but a physical attack that lands could be devastating. His heart locket generates a small amount of defense against magic automatically, and will alert him to such spells, but relies mostly on him reacting.
•Items- He has several magic based items, including things that would buff him, but would last only one use. He has 5 flowers, which will slightly increase the effectiveness of his nature spells, 2 bones, which will increase his dark spells, and 3 vial of souls, which can be used to restore the souls of the locket.
•Accessories- The black ring he has will slightly increase his magic, but large magic spells will deal massive damage to his opponent and him, and destroy the ring. The heart locket generates an aura of defense against magic, which is based on the number of souls he has(x/25 rounded) and contains a maximum of 250 souls. The souls can be used for his spells that require human souls(or rather fractions of them, 25 souls in the lockets is the equivalent of a full human soul). It will not refill after or during battle on its own, but rather, will require the use of a vial of souls.
•Equipment-N/A anything here is already mentioned
Abilities-
•Passive-being of infernal descendance, his genetics are much more used to fire, and as such, will be more resistant to it and high temperatures, but cooling spells will do slightly more. His horns are very sensitive, but also small, and attack on them would be debilitating
•Active- Nature: Grow- this spell will cause plant life to grow, but mostly just grass, this ability would be useless in a toxic area. Takes one action, due to the minority of it, has no cooldown. Heal: will heal a minor amount of health, will take one post to cool off Dark:(Judges base how much souls each ability costs depending on its strength) Soulbind- Cost 30 souls- will cause opponent to to lose some life, and Viram to gain half of that. Example: Opponent loses 7 I would gain 3(rounding down) Soul Shield cost 20 souls- will create a magic barrier around Viram, blocking magic attacks, or at least weakening them. One post cooldown Soul Shatter 75 souls- Will apply one random debuff to the opponent: Major fatigue, poison, or madness, which will cause the opponent to see things that aren’t there, which may cause them to try to attack the creatures, but could deal damage to me. No cooldown, but is uber expensive Other: Clean: all he does is tidy things up, and when used three times, increases Atk. and Def. slightly, and decreases the soul cost of everything by 5.
Attributes- Viram organizes nearly everything he can find and is worried when things aren’t but is greatly relieved and renewed when things are. If a battlefield is messy he will be more likely to mess and more likely for his opponents to miss. He will clean the battle field up, taking 3 actions at the most, but when it is cleaned, he will be much faster and stronger, making it much harder for his opponents to hit or dodge him.
Last edited by Salroka; 07-13-2016 at 07:12 PM.
Reason: Binned the character because everyone wanted to make him a useless Call of Duty guy.
Spoiler: Neat Stuff Within
Check out my Character Bonanza! I have all kinds of characters there for you to browse and admire.
Add me on Xbox Live! Gamertag: ThatGuySalroka
Spoiler: Character Power Tiers!
Tier 1: Basic Humans. Minimally trained. Think a bar fight or back-alley brawl.
Tier 2: Trained Warriors. Skilled and equipped with weapons. Think Samurai or Grunt Soldiers
Tier 3: Elite Fighters. Powerful Characters that have access to high-tech attacks or simple magic.
Tier 4: This is where basic humans rarely tread. At this level, magic and high tech stuff is common
Tier 5: Characters at this level are capable of causing high damage to their surroundings.
Tier 6: Fights between players of this level may damage or destroy most unfortified buildings
Tier 7: Battles between characters may result in a destroyed city or two.
Tier 8: Long-term damage to the planet that is fought upon is not beyond possibility.
Tier 9: Goku, Superman, Galactus, Doomsday, Hulk, Etc.
Sorry for the delay, folks ^.^ I can't miss one after all this time, now can I?
Spoiler: The Huntsman
Name: Lord Duke Sir Richard Winston Nigerius III Esq. Age: The fit and prime age of 31! Gender: A true gentleman, of course! Race: Only the classiest human. Alignment: Lawful Evil Build: Richard is a fine specimen of physical fitness, standing at an average height of 5’10” with a toned physique. Hair: Short cut, dirty blonde hair styled out of his eyes to prevent vision impairment. Eyes: Blue-grey eyes hold a deep intelligence and a lack of compassion… but so much willpower.
Distinctive features: Sir Nigerius is actually a very average looking man. The only distinctive thing about him is a dark visage hidden under his stalwart and gentlemanly demeanor. Anyone with the ability to feel things about a person (whether through general emotion sense, aura reading, etc) will be able to notice this unfortunate truth about Richard.
Clothes: Sir Richard is outfitted as any good hunter of game would be: with as many pockets and tool compartments as he can manage to fit on him as possible while still looking absolutely dashing. He starts every hunt wearing a pristine, white, and cuffed shirt, ironed and pressed to perfection, with khaki dress pants sporting suspenders to top off the look, likewise ironed to a fine line. He wears black dress shoes and tan socks, as well as a pair of ovular bifocals to help with his far-sightedness. Over this, he wears a tan vest with multiple pockets both on the outside and inside to hold an assortment of objects at will. In addition, he straps two bandoliers in a criss-cross fashion over his chest, and then a utility belt around his waist.
Weapon(s) : Lord Duke Nigerius has a menagerie of weapons at his disposal, tools and accessories designed and hand-picked to help him out no matter what situation a hunt puts him in. No matter what, I will not deviate from the list written here at the time a battle starts (I may add or take away tools as befitting my experiences in the Arena), but it is assumed he takes all of these tools with him into a hunt.
Spoiler: Six-shot Revolver
Richard’s most powerful weapon is also his least used one. Sir Nigerius had this weapon custom built to fit his hand and give the lowest amount of recoil for the highest caliber bullet, equating nearly to a .44 Magnum. This single-action revolver is unremarkable by itself, as its real power is hidden within the bullets it uses.
The hand-crafted bullets Richard uses for his revolver are made of an alchemical mix of Cold Iron, Silver, and a third element only known as Element Zero. This makes them highly effective as anti-magic and anti-supernatural weapons, downing all but the toughest of enemies with one or two bullets shot. The trickiest part is the Element Zero aspect of the mix. This rare, alien metal was mined off-world and brought back to find surprising aspects hidden in its attributes. Even so much as a handful of the metal interferes with the natural ley lines of the Earth, disrupting magic and effectively nullifying it altogether in high concentrations. Nigerius concentrated some into these bullets to make them castrators of any magical being he happened to hunt, evening the playing field substantially. Should one of these bullets hit and embed themselves a magical being (or a natural being with magical abilities, etc), their magical circuits, mana pool, holy blessings, etc are severed, effectively taking away any and all magical aspects about them so long as the bullet remains within them. Even someone struck by a glancing blow will still have their magic shocked out of them for a post, and the effect will still last a post after any sort of extraction is made successfully.
Richard only carries the 6 bullets he comes into battle with at any time, so sparing use is the name of his game. He also rarely uses this gun unless his opponent has shown itself to be magical, and even then only enough to take their magic away. It is also good to note that the nature of the bullets means they can also hit opponents in the Ethereal Plane (i.e. incorporeal opponents).
Spoiler: Saber
Sheathed at his side is another custom-made weapon. This saber is made of the same alchemically combined metals as his revolver’s bullets, minus the Element Zero. Instead, the alloy is enhanced with adamantium, though clearly not enough to make the weapon completely invulnerable. The combination is still stronger than steel, of course, which is useful for Richard’s one true hand-to-hand weapon.
Spoiler: Bandolier Items
On one bandolier, Richard keeps a variety of knives, snugly fit into holsters to prevent them from falling out. In this bandolier are:
- Three (3) silver knives.
- Two (2) Cold Iron knives.
- Two (2) poison coated knives. The poison is an alchemical mix that causes cells in the body to self-destruct, breaking down the site of impact and causing massive pain. Neither knife alone has enough poison to kill, but a direct hit will destroy a fist-sized amount of flesh.
- Two (2) knives with a paralytic serum on them. The paralysis serum causes the limb hit to go numb for two (2) posts minimum. A hit on the center of mass can cause the lungs and heart to become unsteady for the same time, but it is not enough to stop them completely.
- And one (1) knife with an Element Zero blade. This knife is exactly what you’d expect, and meant to be used as a last resort against the wily magic users. Richard typically tries to break the blade off in his enemy, which is easier due to EZ’s brittle nature.
On the other bandolier, pouches hold a small variety of grenade-like objects. Only a few of them can be considered lethal alone, despite their explosive nature, but are more useful for how they work with his other tools. All of these grenades do not necessarily need to be thrown; they also come with a ‘sticky’ function that allows them to be planted, which is especially useful for some of the later ones.
- The first two (2) are flash bangs, grenades that explode with a blinding flash of light. Self-explanatory, and highly useful in a lot of situations.
- The next two (2) canisters contain a thick, billowing smoke that is nigh impossible to see through with normal vision, effectively making them smoke bombs. One canister can easily fill up a 20 cubic foot room within the opponent’s next post, but dissipates by the opponent’s third post after the original deployment (barring strong winds).
- The next canister looks the same as the last, but the gas inside is not as thick. Instead, this gas is infused with a nerve toxin. Most carbon-based life-forms that breathe this in lose all feeling in their body, effectively numbing them to outside stimuli. While this doesn’t affect motor functions, it can be rather unfortunate when the opponent fails to notice a new wound due to their lack of pain response. This numbness last for two (2) posts, then wears off slowly after that.
- The sixth grenade is an incineration grenade, spraying napalm in a small area upon eruption. This is the first canister with a timer mechanism built into it, allowing for delayed activation. Standard (opponent’s next post) is also allowed, with each ‘turn’ of the dial delaying the detonation another post (i.e. it is possible to detonate the grenade during one of Richard’s following posts. The napalm burns for two posts after detonation and sticks wherever it lands within a 10 foot radius burst.
- The seventh grenade is a cryonic explosive. This one also comes with a timer mechanism. Upon explosion, a 10 foot radius burst is snap-frozen, catching everything within it in a thick encasement of ice. This ice can be about an inch thick when forming closest to the center point, and about half that at the furthest point it can fully form. Once formed, the ice acts like normal ice, and will melt as is expected of the environment.
- The eighth grenade explodes in a shocking burst, which unfortunately cannot be programmed with a timer due to the nature of the material within. It can, however, be switched between two styles: actual electricity, and an EMP. The electrical function acts like a small lightning bolt originating from the point of explosion, which harms things just as a normal lightning bolt would. The EMP function ravages most technology that requires electricity to work, and scrambles the senses of some primal enemies as well (according to research results, at least).
- The last ‘grenade’ is a sonic weapon. This one also has a timer mechanism, but it also comes with its own unique feature, which allows the grenade to be tuned to a frequency. Usually, loud and high-pitched is a the preferred and recommended setting, but fortunately, it can run the gambit of loud, quiet, high, low, and even inaudible to humans based on this frequency changer.
Spoiler: Vest and Belt Items
Amongst his various pockets, Richard keeps a variety of things, all of which he deems ‘useful’ in certain situations. Here is the entire list of various things he keeps on him when going on a hunt:
- A device that deploys an adamantium barricade at its location. Though it looks like a small, handheld box at first, the device can expand upwards and outwards in order to create a shield to protect anything behind it. Its curvature resembles a beetle’s wing carapace, stood on end. This device can only be deployed and then reduced to portable three times before the energy behind it is expended, and carrying it while deployed is completely unreliable.
- Another device that, with careful placement, launches a net in a certain direction. The direction is always going to be the same, if the device is always facing ‘up’, but by throwing, planting, or otherwise placing the device a certain way, the net can be directed to intercept something if Richard is smart about it. The netting is a fibrous material with the consistency of rope and the strength of steel, and bolas are tied to the corners to make capture easier. Too bad Sir Nigerius has never had the intent to merely capture. He carries only one of these, and it is one-time-use only, though the net is obviously permanent until destroyed.
- Two (2) devices that expand into a trap at the point of deployment. Similar to the first device, they are compact metal boxes that, with the press of a button, each unfold into a larger object where they are stationed. A short delay after the button press, the device unfolds into a triple-pointed star, which first camouflages itself against the ground beneath it via an alchemical mixture, and then arms itself to be sprung by an unfortunate and unsuspecting prey. This entire process would be complete by the end of the opponent's proceeding Action phase, meaning it will not activate at any point during their immediate turn should they be that close to the deployment already. Afterwards, anything that steps within the circle of the 'star' activates the trap, causing the three 'prongs' of the star to fold up and impale whatever is above them like deadly pincers. After this activation, the trap goes inert, meaning anyone with any sort of human-level strength could pull the prongs out, but the damage at that point may already be done. Carrying two devices means Nigerius can deploy these traps twice, but he cannot recover a trap once placed without activating it.
- Antitoxin, or rather a panacea of his own make. Not only does it cure all of the poisons and toxins his own weapons have, but most of the known poisons that exist on Earth as well. He carries two doses.
- A vial of liquid adrenaline naturally harvested and concentrated for combat usage. Downing this vial floods his system with the natural drug, increasing his mental and physical reaction time almost threefold. Useful for very sticky situations. After he downs it, its effects come into play by his next post, and then wear off at the end of his following post.
- A vial of alchemically made pheromones that, instead of making him smell a certain way, masks his scent altogether. The pheromones mix with the air around them, and then settle upon their ‘target’, effectively blending him into the environment around him. Useful when against users of the primal senses.
- A blood pellet, which is effectively a medicine for extending one’s life in certain situations. Consuming it feeds a drug into his blood stream that makes the heart replenish blood at a faster rate, which is extremely useful after one has sewed oneself back up after losing blood to maintain consciousness. Using one has no serious repercussions, but any more and the body begins to cut corners in order to maintain the pace, which has serious drawbacks in the long run. Therefore, Richard only ever keeps one on him.
- A portable sewing kit, for field patches (usually on himself).
- Fishing line (useful with the former).
- A handful of hand-picked stones, for various uses (hard to find usable ones in every field, ya know).
- A flashlight.
- Matches.
- Flint and steel.
- A hand mirror.
- A monocular (the gentleman’s telescope)
- A rebreather with 1 hour of oxygen (effectively the mouth part of a scuba suit with a small, attached oxygen canister)
- A pipe and waterproof pouch of tobacco. Just in case.
- A gentleman’s handkerchief
- A roll of gauze.
Spoiler: Hidden Weapons
Strapped to his calf and under his sock is a spare dagger, just in case. In addition, Sir Richard also has blades hidden within his shoes. With a click of his heels, blades extend from between the base of the shoe and the toe, allowing him to catch many opponents off guard, particularly if his hands are unavailable. Perhaps more underhanded than that, however, is the breakable portion of his glasses. The earpieces are specifically designed to break off sharply with a bit of force, creating a small, unlikely piercing weapon. Coupled with the tiny hollowed-out portion that’s just large enough to hold a small dose of poison (the same as is on his knives), and he has a last-resort tool for those unavoidable endgame close encounters.
Abilities: Unfortunately, Sir Nigerius is truly only a human; he possesses no supernatural abilities or magical talents beyond his own wit and physical strength.
Other abilities/attributes: + He is extremely intelligent, with near-savant capabilities in the art of alchemy. Though he does not practice ‘field alchemy’ like some heathens, most of the tools he uses on the field were created through his own endeavors.
+ He is fueled by an excess of determination, giving him willpower and persistence to spare.
+ He is in the prime of his youth, at peak physical fitness, and the picture of health! What’s not to love?
+ Headstrong and sure of himself, Richard rarely makes mistakes due to his unnatural calmness.
- His ego is perhaps one of the highest in the world (According to him, anyway). Mind games and insults can put him off balance.
- Despite his prodigious efforts in the field of alchemy, he is still too young to be the best at what he does, particular in areas outside of that. Against a trained swordsman, he would lose a swordfight, and against a skilled marksman, he would lose a gunfight, etc.
- He is too proud to use some of his most lethal weapons immediately, particularly his revolver on any non-magical opponent; he would prefer to draw out a hunt and revel in the eventual kill.
Personality: Richard is a gentleman in all respects of the word; he fights with honor, dignity, and poise, and engages his opponent not only in combat, but in witty snark, should they be so inclined. Willful and headstrong in excess, his gallantry is unfortunately matched in turn by his conniving manner. In short, though his outward performance is all fluff and pleasantries, this only masks his cunning and underhanded method of dealing with his problems. Although he strives to appear as best as he possibly could be, Richard knows in his heart that the only real way to succeed is through manipulating people to one’s own advantage. This has colored his personality in a number of ways, most of which should be obvious. He is prone to theatrical speech, and has a flair for the extraordinary.
Background: Richard III was born to House Nigerius in a much more lackluster fashion than might be expected by what you might've heard thus far. The first male child of five, his father was overjoyed to finally have someone to inherit his name and legacy. As such, he was rather disappointed when the child that came forth was sickly, small, and feeble. Most doctors didn't give him more than a month to live, but Richard II was determined. He scoured for a doctor that could give his son the treatment he needed. Eventually someone agreed, but at a ridiculous price. Unfortunately for the rest of the Nigerius family, there was no price high enough to stop him from saving his son. The family went into debt for years, but Richard III was healthy and lived into his youth without issue.
Because of this debt, however, the Nigerius household would never be the same. Richard III's four sisters were split between working for the family's betterment or being sold into slavery to cut corners on expenditure. It was clear that Richard II favored his son immensely, for the then 10-year-old was never forced to work or do anything other than what he wanted, though at the very least his father was prudent enough not to shower him with frivolous toys or such. This went on for a few years until both of Richard's older sisters left, leaving only the middle-aged Richard II and his wife to rear Richard III on the last bit of the money they had managed to save. Without their other children's income and little to none themselves, the Nigerius household was forced to consider accruing more debt just to put their son through a decent education, or giving up on that dream entirely just to make ends meet.
(To be Finished)
Eventually, Richard III settled down and began a business for himself: effectively, he set himself up as a bounty hunter of the highest caliber. There has not been a hunt he has yet to complete, and he charged rather extensively for his services, considering every aspect of his target that he might have to expend resources on. This business has also turned into a sort of sport for him, keeping him ever ready for the next life-threatening chase in which he can find himself. Unfortunately, Sir Nigerius has become almost hungry for these hunts; over the course of the years, his rates have gotten lower in an effort to attract more customers, giving him more hunts to complete. Recently, he's been 'forced' to actively seek out targets, looking through news articles for names and possible locations of anything that endangers the community... This has slowly bordered on illegal headhunting and poaching, which has led Nigerius to have to become more and more careful with his hunts.
Alright everyone. Thank you for your time. This is a link to the thread explaining my departure from RPA. Stop by for the read if you have a chance. And catch you all on the flip side
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