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Hidden 10 yrs ago Post by Dead Cruiser
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Dead Cruiser Dishonour Before Death / Better You Than Me

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Just spitballing....

Character could be an older father-figure of sorts for the Six. Was at one point an impetuous street-punk with with no concept of restraint or responsibility, abusing his powers. Eventually grew to respect the power he wielded, thus maturing and mellowing out. In character dynamics he'd probably strike a balance between "cool older guy who has mastered his powers and acts like a mentor," and "weird dad that does weird dad stuff," with just a bit of "can't take the streets out of the boy" hot-bloodedness.
Hidden 10 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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@Blackbeard: I'm sorry, but there's no chance. Rogue magi are essentially this RP's monsters of the week.

@TheFake: Sounds workable, Senses is a perfectly valid affinity.

@Dead Cruiser: I'm... a bit sketchy on that.

... Also I didn't think it'd be immediately relevant, but in this setting the "Soul" is life, something that appears in the body to make it alive. It's why you need a soul for homunculi. Ghosts are human consciousness without a body(thought they have a solid state).

Anyway, hopefully she'll be a good example:

Name: Eliza Valstelt
Number: 1
Age: 20
Gender: Female
Appearance: "I can't abide people like that."(May be replaced by my own art eventually)
Personality: Eliza is not entirely an unfriendly person. She will talk and hold conversation, especially with fellow members of the Citadel Six, and can be somewhat friendly. However, in the back of her mind, Eliza's intent is success. She has a strong drive to succeed in all her pursuits, likely put there by her training even before entering the Tower. This can sometimes lead to rather cold treatment of others, but Eliza is not a cruel person in most scenarios. Her drive can cloud her interactions with others and certainly make her appear so, however. She is confident and determined, and absolutely despises rogue magi. As many rogue magi become so due to magical experiments they attempt to run, she feels they are "Slipshod cowards who won't work with the resources provided by their Circle". An improper mage to her is little more than trash. She doesn't speak of improper magi as people, merely of their capabilities as magi. It doesn't matter what kind of person they are to her, she only views the magical capabilities of an improper mage as trash and believes they shouldn't even bother going to a Circle. In spite of her sometimes harsh attitude, the one thing Eliza despises above all is those who would involve innocent people in their schemes for their own gain. She feels it is disgusting beyond belief and ceases to view such people as human. The defense of the uninvolved and of her fellow Citadel Six is a priority, alongside the elimination of the target.
Unrelatedly, Eliza has a fondness for baked goods and can be persuaded to perform minor tasks in exchange for them.
Abilities: As a child of the prestigious Valstelt mage family, Eliza's affinity is Light. In addition, she has a high amount of extremely high quality mana, allowing her to cast potent spells quickly. She is also capable of mentalcasting, the art of casting spells mentally to allow her to cast without speaking. However, to utilize the full power of the spell, the name must be spoken at least. Eliza's spell library includes spells involving illumination and clarity, but light is also a potent weapon. Chief among Eliza's offensive spells, a signature spell of the Valstelt family, is Scintilla Sagitta, "Spark Bullet". The spell has been translated from Latin to English and can be cast in either. It functions by bending light into a cohesive projectile and firing it. Spark Bullet's most basic form is a round projectile fired from the fingertip, but it can be cast as a larger and more dangerous wave of light at the cost of further casting time being required. Eliza also practices defensive spells, producing magical shielding to defend herself from harm, though they are not impossible to break or bypass. She is also capable of performing counterspells to break closed spaces or barriers, though that is a secondary focus. Finally, she is capable of enscribing runes and performing rituals, carrying chalk and other ingredients on her person to do so.
Equipment: Eliza owns a motorcycle, and the "badge of her family", the Laminas Scintilla or "Spark Blade". Seemingly a simple, silver, bladeless hilt, the object is actually an engine for mana processing. By passing her mana through the hilt, Eliza can materialize a blade of her mana measuring three feet in total length. This blade possesses several attributes as a result of it being formed from mana. Chief among these is its cutting power. Even mana filtered through an affinity can be destructive and it shows, slicing through mundane materials easily, though it can be countered with defensive spells. The power against other magic largely depends on how much mana Eliza feeds into it. She can also extend the blade up to twelve feet temporarily be giving it a large enough boost in mana, allowing it to pierce more distant targets. However, this prevents her from casting other spells, as the mana is being fed into Spark Blade. As a blade of mana, it is capable of permanently harming familiars being sustained via excessive mana by their creator. Eliza carries chalk and other minor ritual ingredients in order to inscribe runes or perform minor rituals when necessary.
History: Eliza was born into the Valstelt Mage family, an old and powerful family with a great deal of influence. Deeply rooted in the pursuit of success as magi, Eliza entered a strict training regiment from a young age, which ingrained her family's pursuit of success in her as well as the skills to use the family's spells. Eliza was also highly educated in other matters throughout her childhood, before being sent to the Tower for further education as a mage. Prior to being sent to the Tower, Eliza was given Laminas Scintilla, the magical weapon considered a badge of the Valstelt family. She excelled at the Tower, and due to her excellent progress and the subtle hints and manipulations of her family, she was offered the recently-vacated position of Number One in the Citadel Six. After all, the Valstelt family's opinion on rogue magi is well-known, why wouldn't they want a member of their family in the Citadel Six?
Hidden 10 yrs ago Post by GingerBoi123
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GingerBoi123

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Hehe, I'm having trouble picking an affinity
Hidden 10 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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I had trouble picking an affinity and I created the setting. ^^;

It's not always easy unfortunately.
Hidden 10 yrs ago Post by GingerBoi123
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GingerBoi123

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Yeah, I am torn between animals and something a bit different than elements
Hidden 10 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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Well, animals seems a bit hard to work but isn't invalid.

Non-elemental things, well, as long as it's not completely manmade/artificial, you have a lot of options.
Hidden 10 yrs ago Post by GingerBoi123
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GingerBoi123

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I was thinking the same with animals, hmmmm

Well, I would like my guy to be number 5 but also aspiring to be like the others better than him
Hidden 10 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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I'll put your number claim in for now.
Hidden 10 yrs ago Post by GingerBoi123
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GingerBoi123

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Thanks, are potions allowed? Cuz if so I might have an idea
Hidden 10 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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I haven't so much covered potions in this setting. If they're in, it's probably not video game "health potion" kind of things.
Hidden 10 yrs ago Post by GingerBoi123
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GingerBoi123

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Yeah, that's fine, mind if I PM you bout my idea?
Hidden 10 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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I don't mind.
Hidden 10 yrs ago Post by Dead Cruiser
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Dead Cruiser Dishonour Before Death / Better You Than Me

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Well, let's give this a shot, then.

Hidden 10 yrs ago Post by TheFake
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TheFake

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quick! I'll take number 2.

CS is imminent once I find some art.
Hidden 10 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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Working on something, bio judgement soon. For the moment I'll edit the new claim in.
Hidden 10 yrs ago Post by Raineh Daze
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Raineh Daze Figure of Hourai

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Name: Lucille

Number: 4

Age: 666. Looks merely twelve.

Gender: Female

Appearance: ”If you come any closer, I can’t promise there’ll be enough you left to save.”

Personality: With age and experience on her side, Lucille has cultivated what is clearly in the running for the world’s best poker face: regardless of her internal emotions, she seems able to remain listless and mildly amused at the world’s foolishness. Thus, it normally comes as a surprise to the uninitiated to learn that she’s often a sarcastic tease.
Despite the regular mockery and prodding that the girl’s presence results in, she’s genuinely a caring person, and extremely reluctant to inflict harm on another—from the beginning of her life, Lucille’s purpose has been to help and heal rather than inflict injury. It’s a reluctance that she’s learned to overcome… and with her poker face, those times she’s been forced to be the one finishing things off have earned her a morbid nickname: “Ghost Executioner”.
It’s rare to catch her acting childish, despite her appearance, as even the most eager child would find it hard to maintain that sort of enthusiasm when people themselves are the same as ever. New tools and toys are invented, but when you’re more focused on people and mages, it’s hard to not be jaded.

Abilities: Lucille is a homunculus with the affinity of “Plague”: where it comes to spells related to disease, it’s hard to find anyone better. Her direct abilities are a series of heavily-refined chants (by now in a constructed language) that can cure essentially any disease… or inflict it back, and accelerate the stages. The greatest example of this is “Plague Wind”: a powerful, and extremely long to cast, spell that surrounds Lucille and rather a lot of surroundings with a red mist. To step into the vortex is to subject yourself to every disease that the caster is familiar with—in other words, indiscriminate suffering and decay. It is not, by any means, a spell she uses… or one that she’s even allowed to use without getting put on the list with her former teammates’ targets. Its true purpose is only evident places where illness hugely outweighs health—whereas the healthy are essentially wrecked, the ailing find their diseases cured. When the balance of ‘ill’ vs ‘healthy’ is that screwed up, the spell’s purpose is clear.
With time on her side, she has also mastered a handful of related concepts: for instance, healing magic, though more difficult, is clearly linked to disease. This, and her ability to communicate with plague vectors such as bats and rats—both making for excellent spies—is why her normal roll amongst the Six is as a support and healer. It’s very, very rare that she has any need to engage in combat.
Due to her design, she is by nature impervious to all disease and illness. She’s remarkably resilient in general.

Equipment: None?

History: Before Lucille was created, the mage that would go on to be her father figure—and, indeed, creator—was travelling the Middle East, at the same time that the Black Death was starting to make itself known. Fearing for his own life, he retreated back to Western Europe, and listened in horror as tales of spreading disease became known. It was then that he chose to try and prepare, putting his own particular talents to use to craft a Homunculus that would be able to help those suffering from the plague or other illnesses, and particularly as insurance against his own death from the disease.
He was, in a way, too slow: the soul needed ended up coming from someone already dying of the Plague. This probably explained why the created homunculus had such an unearthly, deathly pallor. Not too slow to protect the mage himself from dying from the plague, and keeping her around as a sort of personal physician until age caught up with the man, leaving Lucille wondering “where do I go now?”
She ended up wandering, briefly joining mage circles and then leaving after learning a little to move on. Once enough time had passed, she cycled back to the beginning—until, having run out of things to do, she settled down in one of the largest circles, offering her services as a healer, curer of diseases, and source of anatomical knowledge.
So she was hanging around The Tower when urbanisation made the need for some sort of effective group to clamp down on a loss of secrecy a priority. The homunculus offered to join, and became number 4—by far too skilled to be outright at the bottom, but playing a supporting role rather than anything more major.
She’s rather amused by the number’s connotations in other countries, having heard about that. It fits her, certainly.
Hidden 10 yrs ago Post by TheFake
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TheFake

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Here we go, Number 2.



now I have some shows to watch.
Hidden 10 yrs ago Post by TentacleLord
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TentacleLord Your Friendly Neighbourhood Eldritch Abomination

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Are there any numbers left open? I noted that six appears to be unclaimed, but I think two people have posted that they want to claim it.
Hidden 10 yrs ago Post by TentacleLord
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TentacleLord Your Friendly Neighbourhood Eldritch Abomination

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Guild is not having a fun time, excuse the second post.
Hidden 10 yrs ago Post by WilsonTurner
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WilsonTurner AKA / OfWindAndRain

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No more numbers are open; my 6 Spot was just taken, so. yeah.
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